AI and Computer Games at Lehigh
Over the past 20 years computer games have gone through a remarkable evolution
in areas such as graphics and multi-player gaming. Another area where some
evolution can be seen is in the quality of the computer opponent. Despite this
evolution, there is a
big mismatch between what people in the game industry refer to as the "AI"
(roughly, the program controlling the computer opponent) and what Artificial
Intelligence is ("...technology can be controlled especially if it is saturated
with intelligence to watch over how it goes, to keep accounts,
to prevent errors, and to provide wisdom to each decision"- Allen Newell, 1992).
In our research, we are looking into contemporary computer games and studying
opportunities to use Artifiical Intelligence to enhance
the capabilities of the computer opponent.
Here are a few activities on this topic:
InSyTe Lab Lab at Lehigh University that is conducting
research on intelligent decision systems including decision
systems for games.
- We built the RETALIATE system which uses Reinforcement Learning to
learn team strategies in a FPS game.
Check the web site of this project here
- Want to know more about AI? Here is
a good place to start
- We received a donation from the Poker Academy! Please see
- Care for a game of poker? Here is
a program developed by Frank Cremen, Ben Mautner and Chris Olsisnki.
You'll need the latest version of JavaTM
2 Platform, Standard Edition (J2SETM). When accesing the poker program,
please make the window a "full screen" (F11 on Internet Explorer) and then select the button "refresh". Here is
the document describing their implementation
- We are also building bots for the first-person-shooter game Unreal
Aaron Batalion and Todd Fisher started this project.
- Hai Hoang developed the first HTN planner
controlling teams of UT Bots and conducted some experiments. Link to the
HTNBots web page, which
contains the source code and documentation.
- Hai Hoang's master thesis
on the topic.
- Our AIIDE-05 paper on the topic.
- A chapter on this topic also appears in
AI Game Programming Wisdom 3
- We combined evolutionary algorithms with reinforcement learning to create
Adaptive Game AI for a real-time strategy game.
on the topic.
- We are looking into the Age
of Kings game and experimenting with a rule-based
system modifying the behaviour of the computer oponent. Kit Ming Chang is
leading this effort. This opponent, code-named Hawk, will be made available
- We are teaching a course
on AI and Game Programing.
Contact author: Hector
- We are also interested in developing techniques for
building explanations of actions taken by an AI-controlled
player in the context of RTS games.
is a paper on the topic.
Last updated: Fri dec 14 14:49:51 EST 2007