{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2024,9,15]],"date-time":"2024-09-15T01:39:10Z","timestamp":1726364350848},"reference-count":0,"publisher":"IGI Global","issue":"1","content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2015,1,1]]},"abstract":"<p>Autonomous agents in videogames, usually called bots, have tried to behave as human players from their emergence more than 20 years ago. They normally try to model a part of a human expert player's knowledge with respect to the game, trying to become a competitive opponent or a good partner for other players. This paper presents a deep description of the design of a bot for playing 1 vs. 1 Death Match mode in the first person shooter Unreal Tournament\u2122 2004 (UT2K4). This bot uses a state-based Artificial Intelligence model which emulates a big part of the behavior\/knowledge (actions and tricks) of an expert human player in this mode. This player has participated in international UT2K4 championships. The behavioral engine considers primary and secondary actions, and uses a memory approach. It is based in an auxiliary database for learning about the fighting arena, so it stores weapons and items locations once the bot has discovered them, as a human player would do. This so-called Expert Bot has yielded excellent results, beating the game default bots even in the hardest difficulty, and being a very hard opponent for medium-level human players.<\/p>","DOI":"10.4018\/ijcicg.2015010102","type":"journal-article","created":{"date-parts":[[2015,6,4]],"date-time":"2015-06-04T07:15:49Z","timestamp":1433402149000},"page":"21-37","source":"Crossref","is-referenced-by-count":3,"title":["Modelling a Human-Like Bot in a First Person Shooter Game"],"prefix":"10.4018","volume":"6","author":[{"given":"Antonio Miguel","family":"Mora","sequence":"first","affiliation":[{"name":"University of Granada, Granada, Spain"}]},{"given":"Francisco","family":"Aisa","sequence":"additional","affiliation":[{"name":"Rockstar Games, Edinburgh, Scotland, UK"}]},{"given":"Pablo","family":"Garc\u00eda-S\u00e1nchez","sequence":"additional","affiliation":[{"name":"University of Granada, Granada, Spain"}]},{"given":"Pedro \u00c1ngel","family":"Castillo","sequence":"additional","affiliation":[{"name":"University of Granada, Granada, Spain"}]},{"given":"Juan Juli\u00e1n","family":"Merelo","sequence":"additional","affiliation":[{"name":"University of Granada, Granada, Spain"}]}],"member":"2432","container-title":["International Journal of Creative Interfaces and Computer Graphics"],"original-title":[],"language":"ng","link":[{"URL":"https:\/\/www.igi-global.com\/viewtitle.aspx?TitleId=130018","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2022,6,2]],"date-time":"2022-06-02T02:47:26Z","timestamp":1654138046000},"score":1,"resource":{"primary":{"URL":"https:\/\/services.igi-global.com\/resolvedoi\/resolve.aspx?doi=10.4018\/IJCICG.2015010102"}},"subtitle":[""],"short-title":[],"issued":{"date-parts":[[2015,1,1]]},"references-count":0,"journal-issue":{"issue":"1","published-print":{"date-parts":[[2015,1]]}},"URL":"https:\/\/doi.org\/10.4018\/ijcicg.2015010102","relation":{},"ISSN":["1947-3117","1947-3125"],"issn-type":[{"value":"1947-3117","type":"print"},{"value":"1947-3125","type":"electronic"}],"subject":[],"published":{"date-parts":[[2015,1,1]]}}}