Aplicação de inteligência artificial em jogos

Principais características e os limites computacionais

Authors

  • Douglas Batista dos Reis Centro Universitário Jorge Amado
  • Matheus Cabeceira dos Santos Centro Universitário Jorge Amado
  • Pedro da Conceição Cardoso Centro Universitário Jorge Amado
  • José Vicente Cardoso dos Santos Universidade Estadual da Bahia. Faculdade Anhanguera. Unijorge.

Keywords:

Artificial Intelligence, Digital games, Technological limits, Computer science

Abstract

The development of Artificial Intelligence, together with its applications, has been completely consolidated in Computer Science and Information Technology as one of the most ascendant areas of research in these branches. Its various techniques aim, mainly, to computationally simulate the human capacity to make decisions and learn. The concept of artificial intelligence in computing is very broad. Based on this, large development companies began to use these types of results to simulate and predict certain player behaviors, applying Artificial Intelligence directly and indirectly in their games. Based on these concepts, the general objective of this article is to arrive at an approximate definition of the possible technological limits that Artificial Intelligence methods can reach, in the context of digital games. As specific objectives, there is the approach of howArtificial Intelligence interferes in digital games and how its techniques are used, in addition to how such techniques can benefit users. The methodology used was bibliographical research as a procedure, and the interpretation of the data was conducted through a qualitative analysis. Several published articles were found that prove the information used. At the end of this research, it is expected to clarify the predictions for technological advances in the area, along with the difficulties encountered when applying AI in complex and unpredictable environments.

Author Biographies

Douglas Batista dos Reis, Centro Universitário Jorge Amado

Bacharelando em Engenharia da Computação. Centro Universitário Jorge Amado.

Matheus Cabeceira dos Santos, Centro Universitário Jorge Amado

Bacharelando em Engenharia da Computação. Centro Universitário Jorge Amado.

Pedro da Conceição Cardoso, Centro Universitário Jorge Amado

Bacharelando em Engenharia da Computação. Centro Universitário Jorge Amado.

José Vicente Cardoso dos Santos, Universidade Estadual da Bahia. Faculdade Anhanguera. Unijorge.

Físico. Analista de Sistemas. Advogado. Doutor em Modelagem Computacional e Tecnologia Industrial. Universidade Estadual da Bahia. Faculdade Anhanguera. Unijorge.

References

MARR, Bernard. Is Artificial Intelligence Dangerous? 6 AI Risks Everyone Should Know About. Forbes, 08 de abr, 2019. Disponível em: https://www.forbes.com/sites/bernardmarr/2018/11/19/is-artificial-intelligence-dangerous-6-ai-risks-everyone-should-know-about/?sh=709fe0524040. Acesso em: 03 out. 2022.

BARR, Avron; FEIGENBAUM, Edward A. The Handbook of Artificial Intelligence. Google Books, 2010. Disponível em: https://books.google.com.br/books?hl=pt-BR&lr=&id=yNTYgopamW8C&oi=fnd&pg=PR11&dq=The+Handbook+of+Artificial+Intelligence&ots=M8taLK8w-D&sig=kYiQWUQU1XJYK_eGFzNhBZylpvY#v=onepage&q=The%20Handbook%20of%20Artificial%20Intelligence&f=false. Acesso em: 03 out. 2022.

RAM, Ashwin; ONTAÑÓN, Santiago; MEHTA, Manish. Artificial Intelligence for Adaptive Computer Games. AAAI, 2007. Disponível em: https://www.aaai.org/Papers/FLAIRS/2007/Flairs07-007.pdf. Acesso em: 09 nov. 2022.

LUCAS, Simon M. et al. Artificial and computational intelligence in games: Integration. DROPS: Dagstuhl Research Online Publication Server, 2015. Disponível em: https://drops.dagstuhl.de/opus/volltexte/2015/5040/pdf/dagrep_v005_i001_p207_s15051.pdf. Acesso em: 09 nov. 2022.

SCHAEFFER, Jonathan; VAN DEN HERIK, H. Jaap. Games, Computers, and Artificial Intelligence. Artificial intelligence, 2002. v. 134, p. 1-7.

YANNAKAKIS, Georgios N.; TOGELIUS, Julian. A panorama of artificial and computational intelligence in games. IEEE Transactions on Computational Intelligence and AI in Games, 2014. v. 7, n. 4, p. 317-335.

CABRAL, Alberto. Inteligência Artificial e Emoção Real: Games que vencem o jogo da ilusão. Tesseractum Editorial, Belo Horizonte, 2020. p. 142. Disponível em: https://books.google.com.br/books?hl=pt-BR&lr=&id=TCkXEAAAQBAJ&oi=fnd&pg=PT5&dq=ia+em+games&ots=MA9-F14P1S&sig=9dT7-Khmo5bxkNsGutjqDKbJFV8#v=onepage&q&f=true. Acesso em: 08 nov. 2022.

KISHIMOTO, André. Inteligência Artificial em Jogos Eletrônicos. KarenReis, 2004. Disponível em: http://www.karenreis.com.br/pdf/andre_kishimoto.pdf. Acesso em: 09 nov. 2022.

SIMPSON, Chris. Behavior Trees for AI: How They Work. Game Developer, 17 jul. 2014. Disponível em: https://www.gamedeveloper.com/programming/behavior-trees-for-ai-how-they-work. Acesso em: 20 nov. 2022.

AI and Games. Behaviour Trees: The Cornerstone of Modern Game AI | AI 101. YouTube, 02 jan. 2019. Disponível em: https://www.youtube.com/watch?v=6VBCXvfNlCM. Acesso em: 20 nov. 2022.

AI and Games. How Utility AI Helps NPCs Decide What To Do Next | AI 101. YouTube, 28 set. 2021. Disponível em: https://www.youtube.com/watch?v=p3Jbp2cZg3Q. Acesso em: 21 nov. 2022.

Algoritmo de Busca. Semântico: Significado e Sentido, 12 dez. 2019. Disponível em: https://semantico.com.br/vocabulario/algoritmo-de-busca-2/#:~:text=Os%20algoritmos%20de%20pesquisa%20s%C3%A3o%20usados%20para%20pesquisar%20ou%20encontrar,pode%20ser%20sequencial%20ou%20n%C3%A3o. Acesso em: 21 nov. 2022.

DIRENE, Alexandre I. Algoritmos de Busca Heurística (Parte 1). Universidade Federal do Paraná: Departamento de Informática, 2008. Disponível em: https://www.inf.ufpr.br/alexd/abh/abh1.pdf. Acesso em: 21 nov. 2022.

Navigation Meshes and Pathfindings. Gamedev.net, 27 abr. 2018. Disponível em: https://www.gamedev.net/tutorials/programming/artificial-intelligence/navigation-meshes-and-pathfinding-r4880/. Acesso em: 21 nov. 2022.

AI and Games. How A Navigation Mesh Works in 3D Games | AI 101. YouTube, 07 out. 2018. Disponível em: https://www.youtube.com/watch?v=U5MTIh_KyBc. Acesso em: 21 nov. 2022.

BOS, Leonardo. Quão difícil seria construir uma inteligência artificial que pudesse derrotar os melhores jogadores humanos no League of Legends. Quora, 2018. Disponível em: https://pt.quora.com/Qu%C3%A3o-dif%C3%ADcil-seria-construir-uma-intelig%C3%AAncia-artificial-que-pudesse-derrotar-os-melhores-jogadores-humanos-no-League-of-Legends. Acesso em: 21 nov. 2022.

Published

2022-10-09

How to Cite

Reis, D. B. dos, Santos, M. C. dos, Cardoso, P. da C., & Santos, J. V. C. dos. (2022). Aplicação de inteligência artificial em jogos: Principais características e os limites computacionais. Apoena, 5(1), 1–13. Retrieved from https://publicacoes.unijorge.com.br/apoena/article/view/324

Issue

Section

Artigos