{"title":"A DSL for describing the artificial intelligence in real-time video games","authors":"T. Hastjarjanto, J. Jeuring, Sean Leather","doi":"10.1109/GAS.2013.6632583","DOIUrl":null,"url":null,"abstract":"Many games have computer-controlled agents that play against a player. The behavior of these computer-controlled agents is described by means of the artificial intelligence (AI) in the game. The AI is an important component of the game, and needs to be developed carefully, and adapted regularly. This paper introduces a novel language for describing the decision making process of the AI in real-time video games. We develop a declarative, domain-specific language (DSL) embedded in the functional programming language Haskell for real-time video games. We use the DSL to describe the AI of a prototype real-time video game.","PeriodicalId":286301,"journal":{"name":"2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS)","volume":"2 4","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-05-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/GAS.2013.6632583","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 7
Abstract
Many games have computer-controlled agents that play against a player. The behavior of these computer-controlled agents is described by means of the artificial intelligence (AI) in the game. The AI is an important component of the game, and needs to be developed carefully, and adapted regularly. This paper introduces a novel language for describing the decision making process of the AI in real-time video games. We develop a declarative, domain-specific language (DSL) embedded in the functional programming language Haskell for real-time video games. We use the DSL to describe the AI of a prototype real-time video game.