Statements (59)
| Predicate | Object |
|---|---|
| gptkbp:instanceOf |
gptkb:artificial_intelligence
|
| gptkbp:application |
Decision making
Pathfinding Action games Game balancing Non-player character behavior Opponent modeling Procedural content generation Simulation games Strategy games |
| gptkbp:challenge |
gptkb:Realism
Scalability Unpredictability Cheating AI Resource constraints |
| gptkbp:component |
Game development
Game engines |
| gptkbp:field |
Video games
|
| gptkbp:goal |
Automate game testing
Create challenging opponents Enhance player experience Simulate human-like behavior |
| gptkbp:historicalPeriod |
Early AI in games dates to the 1950s
Evolved with video game industry First used in board games like chess and checkers |
| gptkbp:notableExample |
gptkb:Dota_2_bots
gptkb:Pac-Man_ghosts gptkb:Stockfish gptkb:Deep_Blue gptkb:AlphaGo gptkb:OpenAI_Five gptkb:Alien:_Isolation_AI gptkb:F.E.A.R._AI gptkb:StarCraft_II_AI gptkb:The_Sims_AI |
| gptkbp:relatedTo |
gptkb:fuzzy_logic
gptkb:Monte_Carlo_Tree_Search Machine learning Reinforcement learning Search algorithms Minimax algorithm Behavior trees Finite state machines Genetic algorithms |
| gptkbp:studiedBy |
gptkb:Academia
gptkb:industry Game developers AI researchers |
| gptkbp:usedIn |
Board games
Role-playing games Chess engines Sports games Puzzle games First-person shooters Real-time strategy games |
| gptkbp:bfsParent |
gptkb:Fuzzy_Control
gptkb:Production_System |
| gptkbp:bfsLayer |
7
|
| https://www.w3.org/2000/01/rdf-schema#label |
Game AI
|