Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
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] (current)
jakub.gemrot
Line 3: Line 3:
 <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>
Line 18: Line 18:
 <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>
Line 26: Line 26:
 <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