Open-world computer games present the players with a large degree of freedom to interact with the virtual environment. The increased player freedom makes open-world games a challenging domain for artificial intelligence. In this thesis we present three novel techniques to handle various types of complexity inherent in developing artificial intelligence for open-world games. We developed behavior objects that extend the well-known concept of smart objects and help in structuring codebase for reactive reasoning, we propose and implement constraint satisfaction techniques to specify behavior from a global viewpoint and we have shown how adversarial search techniques can mitigate the need for complex reactive decision mechanisms when a large number of parameters has to be taken into account. The general techniques are implemented and evaluated in the context of a complete open-world game Kingdom Come: Deliverance. Powered by TCPDF (www.tcpdf.org)
Identifer | oai:union.ndltd.org:nusl.cz/oai:invenio.nusl.cz:352019 |
Date | January 2016 |
Creators | Černý, Martin |
Contributors | Brom, Cyril, Dignum, Frank, Pilát, Martin |
Source Sets | Czech ETDs |
Language | English |
Detected Language | English |
Type | info:eu-repo/semantics/doctoralThesis |
Rights | info:eu-repo/semantics/restrictedAccess |
Page generated in 0.0015 seconds