Rule schemata for game artificial intelligence

Flavio S. Correa da Silva, Wamberto Weber Vasconcelos

Research output: Chapter in Book/Report/Conference proceedingChapter

4 Citations (Scopus)

Abstract

Rule-based systems are a promising means to specify interface standards for artificial intelligence tools and modules for games, as advocated by the International Came Developers Association. Rules, however, can be too flexible, allowing undisciplined and "dirty" programming styles and solutions. We advocate in this paper that although rules are a good starting point towards standardising artificial intelligence techniques in games, they must be complemented with automatically verifiable rule schemata to ensure the appropriate implementation of such techniques and theories. We illustrate our point with a specific rule-based implementation of a theory of norms for synthetic characters which enables the specification of sophisticated behaviours.

Original languageEnglish
Title of host publicationAdvances in artificial intelligence
Subtitle of host publicationIBERAMIA-SBIA 2006
EditorsJaime Simao Sichman, Helder Coelho, Solange Oliveira Rezende
Place of PublicationBerlin
PublisherSpringer-Verlag
Pages451-461
Number of pages11
Volume4140
ISBN (Print)3540454624, 978-3540454625
DOIs
Publication statusPublished - 6 Oct 2006

Publication series

NameLecture Notes in Artificial Intelligence
PublisherSpringer Verlag
Volume4140
ISSN (Print)0302-9743

Cite this

da Silva, F. S. C., & Vasconcelos, W. W. (2006). Rule schemata for game artificial intelligence. In J. S. Sichman, H. Coelho, & S. O. Rezende (Eds.), Advances in artificial intelligence: IBERAMIA-SBIA 2006 (Vol. 4140, pp. 451-461). (Lecture Notes in Artificial Intelligence; Vol. 4140). Springer-Verlag. https://doi.org/10.1007/11874850