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dc.contributor.advisorLangseth, Helgenb_NO
dc.contributor.advisorKofod-Petersen, Andersnb_NO
dc.contributor.authorSandsmark, Martin Tobias Holmedahlnb_NO
dc.contributor.authorViktil, Ken Børge Melhusnb_NO
dc.date.accessioned2014-12-19T13:39:05Z
dc.date.available2014-12-19T13:39:05Z
dc.date.created2012-11-08nb_NO
dc.date.issued2012nb_NO
dc.identifier566261nb_NO
dc.identifierntnudaim:7312nb_NO
dc.identifier.urihttp://hdl.handle.net/11250/252982
dc.description.abstractIt has been shown that most players enjoys playing video games against other human players instead of computer controlled opponents. But most research on artificial intelligence in gaming today focus on just winning in the most effective way possible, instead of making the agents more human-like.Cognitive architectures are designed to emulate how the human brain operates when performing tasks. Very little research has been done on applying cognitive methods to the field of real-time strategy games.In this paper we aim to research the use of a cognitive model that is capable of playing StarCraft: Brood War with decent results. The result is an AI agent implemented with a cognitive framework called LIDA. The resulting agent is only a proof of concept implementation, but we provide suggestions for how it can be improved in the future, and where the problems and limitations of our approach lies.nb_NO
dc.languageengnb_NO
dc.publisherInstitutt for datateknikk og informasjonsvitenskapnb_NO
dc.subjectntnudaim:7312no_NO
dc.subjectMTDT datateknikkno_NO
dc.subjectIntelligente systemerno_NO
dc.titleJantu: A Cognitive Agent Playing StarCraft: Brood Warnb_NO
dc.typeMaster thesisnb_NO
dc.source.pagenumber65nb_NO
dc.contributor.departmentNorges teknisk-naturvitenskapelige universitet, Fakultet for informasjonsteknologi, matematikk og elektroteknikk, Institutt for datateknikk og informasjonsvitenskapnb_NO


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