{"title":"为AI玩家设计游戏行为","authors":"H. Hildmann, Malcolm K. Crowe","doi":"10.1109/AEECT.2011.6132532","DOIUrl":null,"url":null,"abstract":"We discuss an approach to formalise game playing behaviour for human and AI players. The presented outline for an implementation facilitates a high level description to steer the AI in games designed for behavioural experiments.","PeriodicalId":408446,"journal":{"name":"2011 IEEE Jordan Conference on Applied Electrical Engineering and Computing Technologies (AEECT)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Designing game playing behaviour for AI players\",\"authors\":\"H. Hildmann, Malcolm K. Crowe\",\"doi\":\"10.1109/AEECT.2011.6132532\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We discuss an approach to formalise game playing behaviour for human and AI players. The presented outline for an implementation facilitates a high level description to steer the AI in games designed for behavioural experiments.\",\"PeriodicalId\":408446,\"journal\":{\"name\":\"2011 IEEE Jordan Conference on Applied Electrical Engineering and Computing Technologies (AEECT)\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2011-12-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2011 IEEE Jordan Conference on Applied Electrical Engineering and Computing Technologies (AEECT)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/AEECT.2011.6132532\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2011 IEEE Jordan Conference on Applied Electrical Engineering and Computing Technologies (AEECT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/AEECT.2011.6132532","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
We discuss an approach to formalise game playing behaviour for human and AI players. The presented outline for an implementation facilitates a high level description to steer the AI in games designed for behavioural experiments.