AnimMotion

Saturday, November 9, 2013

Achieving Dynamic AI Difficulty by Using Reinforcement Learning and Fuzzy Logic Skill Metering

This post is not related to animation. I just want to share you a research that I and Amir H. Fassihi did together for Dead Mage about dynamic AI difficulty so check it out if you are interested in applying computational intelligence to computer games AI:

Peyman Massoudi, Amir H. Fassihi, "Achieving Dynamic AI Difficulty by Using Reinforcement Learning and Fuzzy Logic Skill Metering", IEEE International Games Innovation Conference, 2013



Posted by Peyman Massoudi at 11:12 AM No comments:
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Labels: Dynamic Difficulty, Fuzzy Logic, Reinforcement Learning
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About Me

Peyman Massoudi
I work and study on both technical and artistic sides of real-time animations including ways to compute and optimize real-time animations, AI and Physics-Based animation, choreographed animation systems and sports bio-mechanics. In my blog I talk about both technical and artistic sides of animation and their application in the video games.
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