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theme:deathmatch_bot_ai_with_alpha_beta_prunning_and_oponnent_modelling [2012/03/30 11:18]
michal.bida
theme:deathmatch_bot_ai_with_alpha_beta_prunning_and_oponnent_modelling [2013/02/18 18:13]
jakub.gemrot
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 <td width="130" style="border-bottom: 1px solid lightgray;">Name:</td> <td width="130" style="border-bottom: 1px solid lightgray;">Name:</td>
 <td> </td> <td> </td>
-<td><font color="blue">DeathMatch Bot AI with Alpha Beta prunning and oponnent modelling</font></td>+<td><font color="blue">DeathMatch Bot AI with Alpha Beta prunning and opponent modelling</font></td>
 </tr> </tr>
 <tr> <tr>
 <td width="130" style="border-bottom: 1px solid lightgray;">You will learn:</td> <td width="130" style="border-bottom: 1px solid lightgray;">You will learn:</td>
 <td> </td> <td> </td>
-<td>UT2004, AI, Pogamut, Alpha Beta prunning, Stats</td>+<td>UT2004, AI, Pogamut, Alpha Beta prunning, Statistics</td>
 </tr> </tr>
 <tr> <tr>
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 <td style="border-bottom: 1px solid lightgray;">Excitement:</td> <td style="border-bottom: 1px solid lightgray;">Excitement:</td>
 <td> </td> <td> </td>
-<td><font color="blue">Creating AI in games is not only fun, but also a challenging task. Help us to create a new approach to FPS bot aritificial intelligence. Help us to create one on one combat bot that is capable of predicting opponnents move and plan accordingly.</font>+<td><font color="blue">Creating AI in games is not only fun, but also a challenging task. Help us to create a new approach to FPS bot artificial intelligence. Help us to create1v1 combat bot that is capable of predicting opponents move and plan accordingly.</font>
 </br>  </br> 
 </td> </td>
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 <td> </td> <td> </td>
 <td><font color="black"> <td><font color="black">
-The aim of the thesis is to create a bot playing a deathmatch in Unreal Tournament game (first person shooter). The bot will be able to predict opponnent move and plan accordignly. He will use MIN MAX with Alpha Beta prunning to accomplish this. To allow this, the environment states will be reduced and the bot will plan only which item he tries to pickup next. The bot will be programmed with Pogamut platform that already handles connection to UT2004 environment and provides Java API to control the bot. </a>.+The aim of the thesis is to create a bot playing a deathmatch in Unreal Tournament game (first person shooter). The bot will be able to predict opponent move and plan accordingly. He will use MIN MAX with Alpha Beta pruning to accomplish this. To achieve this, the environment states will be reduced and the bot will plan only which item he tries to pickup next. The bot will be programmed with Pogamut platform that already handles connection to UT2004 environment and provides Java API to control the bot. </a>.
 <br/><br/> <br/><br/>
 This is a unique opportunity to get into true real-life research in the field of FPS AI.</font></td> This is a unique opportunity to get into true real-life research in the field of FPS AI.</font></td>
 </tr> </tr>
 </table></html> </table></html>
theme/deathmatch_bot_ai_with_alpha_beta_prunning_and_oponnent_modelling.txt · Last modified: 2013/02/18 18:13 by jakub.gemrot