Intelligent Characters for Fighting Action Games applied Energy Points


The KIPS Transactions:PartB , Vol. 13, No. 4, pp. 449-456, Aug. 2006
10.3745/KIPSTB.2006.13.4.449,   PDF Download:

Abstract

This paper proposes intelligent characters for fighting action games to which energy points are applied for more realistic implementation than those of previous researches. The intelligent characters decide their actions in consideration of their energy level as well as a current action, the step of the action, the distance, and past actions of opponent characters that were used in existing intelligent ones. We used two types of energy, HP(Health Point) and MP(Mana Point) that were frequently employed in recent on-line games. We experimented with proposed intelligent characters to investigate whether the intelligent characters learn proper actions and cope with opponent characters in consideration of their energy levels. Experimental results showed that the intelligent characters reacted with the best actions to obtain high score if their energy is sufficient, Otherwise, they did the actions to(that?) recharge their energy. From this observation, we could conclude that the proposed intelligent characters worked well and did effective actions in consideration of the their energy.


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Cite this article
[IEEE Style]
M. S. Lee, B. H. Cho, S. H. Jung, Y. R. Seong, H. R. Oh, "Intelligent Characters for Fighting Action Games applied Energy Points," The KIPS Transactions:PartB , vol. 13, no. 4, pp. 449-456, 2006. DOI: 10.3745/KIPSTB.2006.13.4.449.

[ACM Style]
Myun Sub Lee, Byeong Heon Cho, Sung Hoon Jung, Yeong Rak Seong, and Ha Ryoung Oh. 2006. Intelligent Characters for Fighting Action Games applied Energy Points. The KIPS Transactions:PartB , 13, 4, (2006), 449-456. DOI: 10.3745/KIPSTB.2006.13.4.449.