Hector Villena Cazorla MCS-2006:10, pp. 58. TEK/avd. för interaktion och systemdesign, 2006.
This thesis may be interesting for developers within
video game industry, people who design the behaviour of
agent systems, or those interested in complex robotic control
What potential fields give to the world of AI is a new way to
implement the behaviour of the agents, giving weights to all
the elements in the world, so the agent can decide if making
some action deserves the cost, the combination of several
potential fields is what makes this technique so efficient.
An agent was created applying this technique. Implemented
as a client application, the agent used the Quake protocol to
connect and communicate with the server. Some tests were
run on the model concerning the different functionalities a
gamer agent should implement. The model turned out to be
a success in a virtual environment like quake 2. Taking care
of all the entities in the map and environmental factors, the
agent is able to keep his state in balance, move to the most
interesting positions and be able to face combat situations.
The implementation is clean and mathematical oriented.
Using algorithms as the heart of the model, we make the
code lightweight in comparison with old bot models.