Actions of Characters

Artificial Intelligence of the game character is created by imitating the intelligence of organisms. The principles of human intelligence is the only reference when creating AI.

For example, the hierarchy of human intelligence is directly utilized in the hierarchy of the intelligence of the character.

However, unlike living creatures, game characters do not have bodies cultivated by a long evolution, so they have little relation with the world surrounding it.

Therefore, the starting point is the artificial construction of the world, from which the layers of intelligence is built upward, like in the cases of Subsumption Architecture. *


■References (Books, papers, Web articles, etc.)

人工知能の作り方』  三宅 陽一郎 二〇一六年 
人工知能のための哲学塾』  第三章・第三節 分析哲学から人工知能へ 三宅 陽一郎 二〇一六年 


*: Actions are created in a hierarchical way. For example, "pursuing the purpose" is at the bottom layer, on top of it is "if you find an enemy, attack it", and on top of that is "if you run out of physical strength, drink a healing potion" and so on. Subsumption Architecture is also an essential technology for the intelligence of game characters.


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References list of "AI meets Philosophy: how to design the Game AI"

   

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