Adaptive game AI for Gomoku

Kuan Liang Tan, Chin Hiong Tan, Kay Chen Tan, Arthur Tay

Research output: Chapters, Conference Papers, Creative and Literary WorksRGC 32 - Refereed conference paper (with host publication)peer-review

13 Citations (Scopus)

Abstract

The field of game intelligence has seen an increase in player centric research. That is, machine learning techniques are employed in games with the objective of providing an entertaining and satisfying game experience for the human player. This paper proposes an adaptive game AI that can scale its level of difficulty according to the human player's level of capability for the game freestyle Gomoku. The proposed algorithm scales the level of difficulty during the game and between games based on how well the human player is performing such that it will not be too easy or too difficult. The adaptive game AI was sent out to 50 human respondents as feasibility. It was observed that the adaptive AI was able to successfully scale the level of difficulty to match that of the human player, and the human player found it enjoyable playing at a level similar to his/her own.
Original languageEnglish
Title of host publicationProceedings of the 4th International Conference on Autonomous Robots and Agents
PublisherIEEE
Pages507-512
ISBN (Print)978-1-4244-2712-3
DOIs
Publication statusPublished - Feb 2009
Externally publishedYes
Event4th International Conference on Autonomous Robots and Agents, ICARA 2009 - Wellington, New Zealand
Duration: 10 Feb 200912 Feb 2009

Conference

Conference4th International Conference on Autonomous Robots and Agents, ICARA 2009
PlaceNew Zealand
CityWellington
Period10/02/0912/02/09

Research Keywords

  • Adaptive
  • Game
  • Gomoku
  • Player satisfaction.

Fingerprint

Dive into the research topics of 'Adaptive game AI for Gomoku'. Together they form a unique fingerprint.

Cite this