{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,7,30]],"date-time":"2025-07-30T14:40:53Z","timestamp":1753886453747,"version":"3.41.2"},"reference-count":15,"publisher":"Wiley","issue":"1","license":[{"start":{"date-parts":[[2007,12,31]],"date-time":"2007-12-31T00:00:00Z","timestamp":1199059200000},"content-version":"vor","delay-in-days":0,"URL":"http:\/\/creativecommons.org\/licenses\/by\/3.0\/"}],"content-domain":{"domain":["onlinelibrary.wiley.com"],"crossmark-restriction":true},"short-container-title":["International Journal of Computer Games Technology"],"published-print":{"date-parts":[[2008,1]]},"abstract":"<jats:p>The aim of developing an agent, that is able to adapt its actions in response to their effectiveness within the game, provides the basis for the research presented in this paper. It investigates how adaptation can be applied through the use of a hybrid of AI technologies. The system developed uses the predefined behaviours of a finite\u2010state machine and fuzzy logic system combined with the learning capabilities of a neural computing. The system adapts specific behaviours that are central to the performance of the bot (a computer\u2010controlled player that simulates a human opponent) in the game, with the paper\u2019s main focus being on that of  the weapon selection behaviour; selecting the best weapon for the current situation. As a development platform, the project makes use of the Quake 3 Arena engine, modifying the original bot AI to integrate the adaptive technologies.<\/jats:p>","DOI":"10.1155\/2008\/432365","type":"journal-article","created":{"date-parts":[[2008,3,19]],"date-time":"2008-03-19T08:20:38Z","timestamp":1205914838000},"update-policy":"https:\/\/doi.org\/10.1002\/crossmark_policy","source":"Crossref","is-referenced-by-count":7,"title":["A Hybrid Fuzzy ANN System for Agent Adaptation in a First Person Shooter"],"prefix":"10.1155","volume":"2008","author":[{"given":"Abdennour","family":"El Rhalibi","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Madjid","family":"Merabti","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"311","published-online":{"date-parts":[[2007,12,31]]},"reference":[{"key":"e_1_2_8_1_2","series-title":"AI Game Programming Wisdom","volume-title":"Learning and Adaptation","author":"Manslow J.","year":"2002"},{"key":"e_1_2_8_2_2","article-title":"Game AI: the state of the industry 2000, part two","author":"Laird J. 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