Designing and Implementing the Behavior of the Video Game Enemies
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Journal Title
Journal ISSN
Volume Title
Perustieteiden korkeakoulu |
Master's thesis
Author
Date
2023-06-12
Department
Major/Subject
Game Design and Production
Mcode
SCI3046
Degree programme
Master’s Programme in Computer, Communication and Information Sciences
Language
en
Pages
60+8
Series
Abstract
Besides the drastic breakthrough in the field of AI in recent years, as video games get more realistic and immersive, the expectations regarding AI agents in video games are higher than ever. The goal of this thesis is to review Common game AI approaches, discuss the advantages and disadvantages of each of them, and select the one that fits the needs of a real-world game project associated with this thesis. There is already a lot written about AI development, but here, besides the theoretical aspects, we also consider the production aspect. In game production, the resource limitations, team members, and game features are all different from project to project. Hence, there is no universal answer for which method suits game projects most. As a result, after choosing the AI development method that best suits the production, the design and implementation of the enemies’ behavior in the associated game project are discussed, to critically reflect on how the method works in the actual game.Description
Supervisor
Hämäläinen, PerttuThesis advisor
Hämäläinen, PerttuKeywords
AI, game development, behavior tree, game design