Please use this identifier to cite or link to this item: http://ena.lp.edu.ua:8080/handle/ntb/51713
Title: Intelligent system for forming behavior of actors in computer game
Authors: Bilskyi, D. M.
Katrenko, A. V.
Affiliation: Lviv Polytechnic National University
Bibliographic description (Ukraine): Bilskyi D. M. Intelligent system for forming behavior of actors in computer game / D. M. Bilskyi, A. V. Katrenko // Litteris et Artibus : proceedings, 23–25 November 2018, Lviv. — Lviv : Lviv Politechnic Publishing House, 2018. — P. 87–88. — (10th International academic conference “Computer science & engineering 2018”).
Bibliographic description (International): Bilskyi D. M. Intelligent system for forming behavior of actors in computer game / D. M. Bilskyi, A. V. Katrenko // Litteris et Artibus : proceedings, 23–25 November 2018, Lviv. — Lviv : Lviv Politechnic Publishing House, 2018. — P. 87–88. — (10th International academic conference “Computer science & engineering 2018”).
Is part of: Litteris et Artibus : proceedings, 2018
Conference/Event: 8th International youth science forum «Litteris et Artibus»
Journal/Collection: Litteris et Artibus : proceedings
Issue Date: 22-Nov-2018
Publisher: Видавництво Львівської політехніки
Lviv Politechnic Publishing House
Place of the edition/event: Львів
Lviv
Temporal Coverage: 23–25 November 2018, Lviv
Keywords: artificial intelligence
actor
solution
tasks
behavior tree
Number of pages: 2
Page range: 87-88
Start page: 87
End page: 88
Abstract: The paper deals with the use of artificial intelligence methods in computer games with a review of a variety of actors and decision-making features. Features of application of artificial intelligence in games of various genres and concerning requirements for intellectual system are analyzed. During the execution of the system was used "behavior tree" in the game engine Unreal engine 4.
URI: http://ena.lp.edu.ua:8080/handle/ntb/51713
ISBN: 978-966-941-294-2
Copyright owner: © Національний університет “Львівська політехніка”, 2018
URL for reference material: https://dou.ua/lenta/interviews/riznyk-intelligence/
http://archive.li/oRqM2
http://www.webcitation.org/6HxBMp4r0
References (Ukraine): [1] Alexander Reznik. Game artificial intelligence / / innovation Reference site: Electronic resource. 2018. [Access mode]: https://dou.ua/lenta/interviews/riznyk-intelligence/ (accessed: 01.0.5.2018).
[2] Gabe N. Gabe Newell Writes for Edge / Website reference: Electronic resource. 2008. http://archive.li/oRqM2 (accessed 21.11.2008).
[3] Bukharaev T. Artificial intelligence in Heroes of Might and Magic V // Game industry: electron. version of article. 2009. [Access mode]: http://www.webcitation.org/6HxBMp4r0 (accessed 28.05.2009).
[4] Georgios intelligence and games. manual. / Julian Togelius New York, USA, 2018 – 35 p.
References (International): [1] Alexander Reznik. Game artificial intelligence, / innovation Reference site: Electronic resource. 2018. [Access mode]: https://dou.ua/lenta/interviews/riznyk-intelligence/ (accessed: 01.0.5.2018).
[2] Gabe N. Gabe Newell Writes for Edge, Website reference: Electronic resource. 2008. http://archive.li/oRqM2 (accessed 21.11.2008).
[3] Bukharaev T. Artificial intelligence in Heroes of Might and Magic V, Game industry: electron. version of article. 2009. [Access mode]: http://www.webcitation.org/6HxBMp4r0 (accessed 28.05.2009).
[4] Georgios intelligence and games. manual., Julian Togelius New York, USA, 2018 – 35 p.
Content type: Conference Abstract
Appears in Collections:Litteris et Artibus. – 2018 р.

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