Videogame industry has always offered compelling challenges to the developers that had to implement the behaviour of the actors partecipating in their games. Even though “academic” AI and “gaming” AI often share different goals and methods, it can be easily seen that the two worlds does have a lot of points in common and that one discipline can take benefits from the methods and the knowledge provided by the other. As an introduction of the work that has been done, a brief description of the current state of the art in the gaming AI field will be provided, with a detailed insight into all of its main goals and the techniques typically used to reach them. The thesis continues with a presentation of the videogame Iron Duke, a business-strategic game based on the railroad transport in the England of the 19th century and entirely developed in the context of this work. The thesis concludes with a detailed explaination of the work done to implement an artificial intelligence engine able to play one game of Iron Duke by its own, and the results of the tests that has been done to check its funtionality.
Il mondo dei videogiochi ha da sempre offerto sfide interessanti nel campo dell’intelligenza artificiale. Sebbene quello dell’intelligenza artificiale “accademica” e quello della Game AI siano due settori che possano a volte sembrare di viaggiare su due binari separati, è indubbio come i punti in comune certamente esistano e come il settore dei videogiochi possa trarre vantaggio dalla ricerca e, in alcuni casi, anche viceversa. In questo elaborato viene quindi presentato lo stato dell’arte nel campo delle intelligenze artificiali nel settore videoludico, ne vengono mostrate le principali sfide e le principali tecniche utilizzate per affrontarle. Vengono poi descritte le modalità con cui è stato disegnato e sviluppato il videogioco Iron Duke: un gioco manageriale-strategico ambientato nell’inghilterra del diciannovesimo secolo basato sul trasporto ferroviario. Infine viene descritto in che modo è stato affrontato il problema di implementare un motore di intelligenza artificiale che fosse in grado di giocare ad una partita di Iron Duke in modo autonomo.
Design e sviluppo di Iron Duke : un gioco gestionale per dispositivi mobili
ARNABOLDI, GABRIELE
2013/2014
Abstract
Videogame industry has always offered compelling challenges to the developers that had to implement the behaviour of the actors partecipating in their games. Even though “academic” AI and “gaming” AI often share different goals and methods, it can be easily seen that the two worlds does have a lot of points in common and that one discipline can take benefits from the methods and the knowledge provided by the other. As an introduction of the work that has been done, a brief description of the current state of the art in the gaming AI field will be provided, with a detailed insight into all of its main goals and the techniques typically used to reach them. The thesis continues with a presentation of the videogame Iron Duke, a business-strategic game based on the railroad transport in the England of the 19th century and entirely developed in the context of this work. The thesis concludes with a detailed explaination of the work done to implement an artificial intelligence engine able to play one game of Iron Duke by its own, and the results of the tests that has been done to check its funtionality.File | Dimensione | Formato | |
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2014_07_Arnaboldi.pdf
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Descrizione: Testo della tesi
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https://hdl.handle.net/10589/94384