AI-based game design patterns

Mike Treanor, Alexander Zook, Mirjam P Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine, Adam Smith

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Abstract

This paper proposes a model for designing games around Artificial Intelligence (AI). AI-based games put AI in the foreground of the player experience rather than in a supporting role as is often the case in many commercial games. We analyze the use of AI in a number of existing games and identify design patterns for AI in games. We propose a generative ideation technique to combine a design pattern with an AI technique or capacity to make new AI-based games. Finally, we demonstrate this technique through two examples of AI-based game prototypes created using these patterns.
Original languageEnglish
Title of host publicationProceedings of the 10th International Conference on the Foundations of Digital Games 2015 (FDG 2015)
Place of PublicationSanta Cruz, CA
Number of pages8
Publication statusPublished - 29 Dec 2015
Event10th International Conference on the Foundations of Digital Games - Asilomar Conference Grounds, Pacific Grove, United States
Duration: 22 Jun 201525 Jun 2015
http://www.fdg2015.org/

Conference

Conference10th International Conference on the Foundations of Digital Games
Abbreviated titleFDG 2015
CountryUnited States
CityPacific Grove
Period22/06/1525/06/15
Internet address

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Keywords

  • artificial intelligence
  • ai-based games
  • computer games
  • game design
  • machine learning
  • game genres
  • non-player characters
  • foreground AI

Cite this

Treanor, M., Zook, A., Eladhari, M. P., Togelius, J., Smith, G., Cook, M., ... Smith, A. (2015). AI-based game design patterns. In Proceedings of the 10th International Conference on the Foundations of Digital Games 2015 (FDG 2015) Santa Cruz, CA.