University: SIT740 Research and Development in AI and Gaming

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AI Summary
This report provides an analysis of the application of Artificial Intelligence (AI) in the fields of robotics and gaming. It explores pathfinding techniques used in robotics and video games, discussing the use of graph generation and skeletonization. The report also examines the use of Minecraft as an experimental world for AI in robotics, focusing on system design for state representation, agent control, and learning. Furthermore, it delves into the application of multi-scale Bayesian modeling for Real-Time Strategy (RTS) games, specifically in the context of StarCraft AI. The report concludes by summarizing the key findings from the analysis, emphasizing the importance of real-time environments and the impact of AI advancements in these domains. The report also includes a bibliography of the research papers analyzed.
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Running head: RESEARCH AND DEVELOPMENT IN INFORMATION TECHNOLOGY
SIT740 Research and Development in Information Technology: PART 3
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Author’s Note
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RESEARCH AND DEVELOPMENT IN INFORMATION TECHNOLOGY
Introduction
A study is made in the different algorithm and the technology used in video games and
robotics for finding the recent developments and the improvement of the current techniques.
The application of multi-scale Bayesian model in gaming and robotics helps in creating a real
time strategy and include the core components such as unit control, tactics and strategy. The
strength of the end to end probabilistic model is discussed in the article. The RTS AI is used
in the games for simplifying the model and completion of the problem. The abstraction can
be built with the application of the Bayesian model and it is considered as a possible
framework for dealing with the games.
Key Concept and Idea
The main concept and idea of the AI and Robotics is that it can be used as a robotics
platform for getting real time response collect data from different sources for human benefits.
The simulation and game creation is important for the success application of the asset
algorithm. A Minecraft mode can be created known as the BurlapCraft used for learning and
planning of library BURLAP.
Summarization
Different steps are involved for summarizing the concepts of the three papers and
comparing and contrasting the ideas of the different authors for the application of AI in
gaming and robotics. In the paper “A comprehensive study on pathfinding techniques for
robotics and video games”, the author Zeyad Abd Algfoor, Mohd Shahrizal Sunar and
Hoshang Kolivand stated the pathfinding technique that can be implemented for rendering the
graph generation problem. He also further stated the skeletonization technique for extracting
a skeleton from the continuous environment. For the improvement of the performance of the
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RESEARCH AND DEVELOPMENT IN INFORMATION TECHNOLOGY
navigation the author used grids because it have vertices and points that can be connected by
edges for the representation of the graph. In the second paper “Minecraft as an Experimental
World for AI in Robotics”, the author proposed the solution for overcoming the AI problem.
The system design is proposed for the representation of the state, agent control and
demonstration and learning. The third paper “Multi-scale Bayesian modelling for RTS
games: an application to StarCraft AI” states about the application of the Bayesian model for
the removal of the difficulty in the RTS AI problem.
Conclusion
From the analysis of the four research paper it can be concluded that for increasing
the performance providing a real time environment a realistic path for the user should be
found and the implementation of the skeletonization technique can help in extracting a
skeleton with the continuous environment. The impact of artificial intelligence helps in
summarizing the principal techniques and the progress made in the AI field for the last 10
years.
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RESEARCH AND DEVELOPMENT IN INFORMATION TECHNOLOGY
Bibliography
Algfoor, Z. A., Sunar, M. S., & Kolivand, H. (2015). A comprehensive study on pathfinding
techniques for robotics and video games. International Journal of Computer Games
Technology, 2015, 7.
Aluru, K., Tellex, S., Oberlin, J., & MacGlashan, J. (2015,September). Minecraft as an experi
mental world for AI in robotics. In AAAI Fall Symposium.
Synnaeve, G., & Bessiere, P. (2016). Multiscale Bayesian modeling for RTS games: An
application to StarCraft AI. IEEE Transactions on Computational intelligence and AI
in Games, 8(4), 338-350.
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