Classification of Humans and Bots in Two Typical Two-player Computer Games

Jung-Ying Wang
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引用次数: 3

Abstract

The aim of this paper is to explore whether or not the artificial intelligence (AI) embedded in traditional and typical computer games can be easily identified by players. We pay particular attention on AI simulation in simple games. Therefore, a 2D shooting game and a car racing game are developed by using different game AIs (game bots). Meanwhile, a Turing Test for computer game bots is implemented to test the abilities of above two computer games playing agents (bots) to simulate human game playing behavior. For the 2D shooting game three types of game AIs, random moving, finite state machine (FSM) and neural networks (NN), are used as agents to test. The results demonstrate that more humanized AI shows better human game playing behavior then others. For the race game a waypoints AI are developed. The experimental results show that although the paths design have a variety of changes, only 15% players be cheated. Careful review of the player's controls shows that players are more often fine-tune the location of the car to center it in the track. The research results can be seen as the based line of simple game AI development.
两种典型的双人电脑游戏中人类和机器人的分类
本文的目的是探讨嵌入在传统和典型电脑游戏中的人工智能(AI)是否可以被玩家轻松识别。我们特别关注简单游戏中的AI模拟。因此,2D射击游戏和赛车游戏是通过使用不同的游戏ai(游戏机器人)来开发的。同时,实现了计算机游戏机器人的图灵测试,以测试上述两种计算机游戏代理(机器人)模拟人类游戏行为的能力。针对2D射击游戏,采用随机移动、有限状态机(FSM)和神经网络(NN)三种类型的游戏ai作为智能体进行测试。结果表明,更人性化的AI表现出更好的人类游戏行为。对于比赛游戏,我们开发了一个AI路标。实验结果表明,尽管路径设计有多种变化,但只有15%的玩家被欺骗。仔细检查玩家的控制会发现,玩家更经常微调汽车的位置,使其处于赛道的中心。研究结果可以看作是简单游戏AI开发的基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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