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Multiple Potential Fields in Quake 2 Multiplayer

This thesis may be interesting for developers within video game industry, people who design the behaviour of agent systems, or those interested in complex robotic control systems. What potential fields give to the world of AI is a new way to implement the behaviour of the agents, giving weights to all the elements in the world, so the agent can decide if making some action deserves the cost, the combination of several potential fields is what makes this technique so efficient. An agent was created applying this technique. Implemented as a client application, the agent used the Quake protocol to connect and communicate with the server. Some tests were run on the model concerning the different functionalities a gamer agent should implement. The model turned out to be a success in a virtual environment like quake 2. Taking care of all the entities in the map and environmental factors, the agent is able to keep his state in balance, move to the most interesting positions and be able to face combat situations. The implementation is clean and mathematical oriented. Using algorithms as the heart of the model, we make the code lightweight in comparison with old bot models. / The purpose of this thesis was to test an artificial intelligence technique called "Multiple Potential Fields" in the programming of an agent playing in a multiplayer game as Quake 2. The results stated that the technique is really interesting to apply in an virtual real-time environment, having some clear advantages compared to other techniques. / hectorvcaz@hotmail.com

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:bth-5805
Date January 2006
CreatorsCazorla, Hector Villena
PublisherBlekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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