A Computational Environment to Experiment with Artificial Intelligence Techniques in Digital Games

MSc. Flávio Yamamoto

"Although one of the fundamental goals of AI is to understand and develop intelligent systems that have all of the capabilities of humans, there is little active research directly pursuing that goal. We propose that AI for interactive computer games is an emerging application area in which this goal of human-level AI can successfully be pursued" [4].

The scope of this project is classical and non-classical logics (multimodal and intensional logics), multi-agent systems (reasoning about knowledge, uncertainty and action - [2, 7, 3, 5]), declarative programming (constraint and intensional programming), distributed computing and games. Logical formalization of agent behaviour is desirable to provide the foundation for sophisticated reasoning techniques to be used on, and by, the agents themselves. In particular, the intensional logics [1, 8] - that include apparatus for signifying when two meanings are identical, and that analyzes inferences involving meanings, of practical reasoning are attractive for their capability of encapsulating practical reasoning. Also, the possible worlds semantics offered by modal logic [3, 7], has proved to be a successful framework in which to model mental attitudes of agents such as beliefs, desires and intentions [6]. More precisely, we examine the relationship between agent (intensional agent) specifications and operational behaviour of multi-agent systems (adapted to different applications scenarios).

Bibliography

Towards a Game Architecture for Artificial Intelligence Learning

Filipe Correa Lima da Silva

Interactive computer games can be a powerful tool to be used on Computer Science Education. Researchers are aware of this fact as papers on this subject have appeared in important conferences on education [1, 2, 3]. We believe that interactive computer games are a compelling and effective tool that can improve the way we teach Articial Intelligence in Computer Science and related courses. Our goal in this project is to build a virtual environment in the form of a computer game, which will provide for the students a way of visualizing their programming assignments (agents) in a course of Artificial Intelligence. Given the fact that the virtual environment where the game takes place can be arbitrary complex, we believe that implement inteligent agents that live in such environment becomes an interesting and intricate problem for the students to solve as the course unfolds.

Bibliography

A Truth Maintenance System Implementation

Tiago Motta Jorge

An intelligent agent acts based on its perceptions and on its knowledge base. However, some perceptions makes it clear that the knowledge base itself must be an object passive of action. This happens when a perception enters in conflict with the predicates at the knowledge base. Truth maintenance systems (TMS) are computational efficient mechanisms that aim to make it possible for intelligent agents to revise and update its knowledge base. The final goal of the project is to implement a TMS in a bot of the game Guntactyx and to conclude whether or not this bot wins more battles than bots without a TMS.

Software Engineering for Computer Games

Sérgio Haruo Nakanishi

We're currently structuring a software engineering course in which the students will be divided into groups of five or six people and each group will build a simple 2D game engine and make two different games with it. We are discussing and "testing" this project to make sure it is big and complex enough to be done by one group in a semester. We expect the students to organize themselves and put into practice the principles of software engineering while they learn them. A detailed especification about this project, a description of the game engine and what kind of games we can build with it, will be avaible soon.