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FIRST-PERSON USER GAME SOFTWARE DESIGNING BASED ON RULE-BASED ARTIFICIAL INTELLIGENCE TECHNIQUE

Year 2018, Volume: 4 Issue: 2, 198 - 204, 19.12.2018
https://doi.org/10.22531/muglajsci.449029

Abstract

In this study, a game
designing based on rule-based artificial intelligence on a 3-D game engine has
been developed. In the existing computer games in which artificial intelligence
is not used, it is seen that a fixed story is used. Since as a novelty
rule-based artificial intelligence is used in this game, the story of the game
has been dynamically defined based on artificial intelligence, different story
combinations have been created within the developed game. The design of the
game has been edited according to the possible actions of the user. A main rule
has been set in the content, this rule has been applied by artificial
intelligence, the animations and the existing rule-based artificial
intelligence technique have been run in the process. The important difference
of this game in which the rule-based artificial intelligence technique is used
is revealing of story dynamically, and the progressing of game that depends on
the first-person user (FPU).

References

  • Labschutz M., Krosl K., Aquino M., Grashaft F., Kohl S., and Preiner R. (supervisor), Content Creation for a 3D Game with Maya and Unity 3D, Proceedings of the 15th Central European Seminar on Computer Graphics, p.p. 1 – 8, 2011.
  • Doğan A., Artificial Intelligence, Kariyer Publishing, 2002.
  • https://assetstore.unity.com/ , Access: 27.07.2018.
  • Lengyel E., Mathematics for 3D Game Programming and Computer Graphics, Second Edition. Hingham, MA: Charles River Media, 2003.
  • Randima F. (editor), GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Time Graphics, Reading, MA: Addison-Wesley, 2004.
  • Kerlow I.V., The Art of 3-D Computer Animation and Imaging (Second Edition). New York, NY: John Wiley and Sons, 2000.
  • Salen K. and Zimmerman E.. Rules of Play: Game Design Fundamentals, The MIT Press, 2003.
  • Lopes R. and Bidarra R, Adaptivity Challenges in Games and Simulations: A Survey, CIG, Pages 83–108, 2011.
  • Karaboğa D., Artificial Intelligence Optimization Algorithms, Atlas Publishing House, Pages 75-112, İstanbul, 2004.
  • Chen J., Flow in Games (and Everything Else). Commun, ACM, Pages 31–34, 2007.
  • Hatipoğlu T., Game Programming with Unity 3D, KODLAB Publishing, 2016
  • Ünsal M., Game Developing with Unity 3D, Abaküs Publishing, 2015.
  • Satman G., Unity 3D, KODLAB Publishing, 2015.
  • Yılmaz A., Artificial Intelligence, KODLAB Publishing, 2017.
  • Menard M., Game Development with Unity, 2011.
  • Lukosek G., Dickinson C., Doran J., Unity 5: Learning C# by Developing Games, 2016.
  • Jie J., Yang K., Haihui S., Research on the 3D Game Scene Optimization of Mobile Phone Based on the Unity 3D Engine, International Conference on Computational and Information Sciences, ISBN: 978-0-7695-4501-1, Chengdu, Sichuan Chengdu, pp: 875-877, Oct. 21 to Oct. 23, 2011.
  • Kumar S., Hedrick M., Wiacek C., Messner J.I., An Experienced-Based Design Review Application For Healthcare Facilities Using A 3D Game Engine, Journal of Information Technology in Construction, ISSN: 1874-4753, ITcon Vol. 16, , p.p. 85–104, 2011. [19] Bae J.H., Kim A.H., Design and Development of Unity3D Game Engine-Based Smart Social Network Game, International Journal of Multimedia and Ubiquitous Engineering, Vol.9 No.8, pp.261-266, 2014.

KURAL TABANLI YAPAY ZEKÂ TEKNİĞİNE GÖRE BİRİNCİ ŞAHIS KULLANICILI BİR OYUN YAZILIMI TASARIMI

Year 2018, Volume: 4 Issue: 2, 198 - 204, 19.12.2018
https://doi.org/10.22531/muglajsci.449029

Abstract

Bu makalede, 3-B oyun
motoru üzerinde, birinci şahıs kullanıcılı olarak kural tabanlı yapay zekâ
tekniğine göre bir oyun tasarımı geliştirilmiştir. Yapay zekânın kullanılmadığı
mevcut bilgisayar oyunlarında sabit bir öykünün kullanıldığı görülmektedir. Bu
oyunda bir yenilik kural tabanlı yapay zekâ kullanıldığı için, geliştirilen bu
oyunda yapay zekâya bağlı olarak oyunun hikâyesi dinamik bir şekilde
tanımlanmış ve oyun içerisinde farklı hikâye kombinasyonları oluşturulmuştur.
Bu oyunun tasarımı, kullanıcının yapması olası hamleler üzerine kurgulanmıştır.
İçerikte ana bir kural belirlenmiş, bu kural yapay zekâ ile uygulanmış,
animasyonlar ve mevcut kurala dayalı yapay zekâ tekniği süreç içerisinde
yürütülmüştür. Kural tabanlı yapay zekâ tekniğinin kullanıldığı bu oyunun
önemli farkı, hikâyelerin dinamik olarak ortaya çıkması ve oyunun gidişatının
birinci şahıs kullanıcıya bağlı olarak belli olmasıdır.

References

  • Labschutz M., Krosl K., Aquino M., Grashaft F., Kohl S., and Preiner R. (supervisor), Content Creation for a 3D Game with Maya and Unity 3D, Proceedings of the 15th Central European Seminar on Computer Graphics, p.p. 1 – 8, 2011.
  • Doğan A., Artificial Intelligence, Kariyer Publishing, 2002.
  • https://assetstore.unity.com/ , Access: 27.07.2018.
  • Lengyel E., Mathematics for 3D Game Programming and Computer Graphics, Second Edition. Hingham, MA: Charles River Media, 2003.
  • Randima F. (editor), GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Time Graphics, Reading, MA: Addison-Wesley, 2004.
  • Kerlow I.V., The Art of 3-D Computer Animation and Imaging (Second Edition). New York, NY: John Wiley and Sons, 2000.
  • Salen K. and Zimmerman E.. Rules of Play: Game Design Fundamentals, The MIT Press, 2003.
  • Lopes R. and Bidarra R, Adaptivity Challenges in Games and Simulations: A Survey, CIG, Pages 83–108, 2011.
  • Karaboğa D., Artificial Intelligence Optimization Algorithms, Atlas Publishing House, Pages 75-112, İstanbul, 2004.
  • Chen J., Flow in Games (and Everything Else). Commun, ACM, Pages 31–34, 2007.
  • Hatipoğlu T., Game Programming with Unity 3D, KODLAB Publishing, 2016
  • Ünsal M., Game Developing with Unity 3D, Abaküs Publishing, 2015.
  • Satman G., Unity 3D, KODLAB Publishing, 2015.
  • Yılmaz A., Artificial Intelligence, KODLAB Publishing, 2017.
  • Menard M., Game Development with Unity, 2011.
  • Lukosek G., Dickinson C., Doran J., Unity 5: Learning C# by Developing Games, 2016.
  • Jie J., Yang K., Haihui S., Research on the 3D Game Scene Optimization of Mobile Phone Based on the Unity 3D Engine, International Conference on Computational and Information Sciences, ISBN: 978-0-7695-4501-1, Chengdu, Sichuan Chengdu, pp: 875-877, Oct. 21 to Oct. 23, 2011.
  • Kumar S., Hedrick M., Wiacek C., Messner J.I., An Experienced-Based Design Review Application For Healthcare Facilities Using A 3D Game Engine, Journal of Information Technology in Construction, ISSN: 1874-4753, ITcon Vol. 16, , p.p. 85–104, 2011. [19] Bae J.H., Kim A.H., Design and Development of Unity3D Game Engine-Based Smart Social Network Game, International Journal of Multimedia and Ubiquitous Engineering, Vol.9 No.8, pp.261-266, 2014.
There are 18 citations in total.

Details

Primary Language English
Journal Section Journals
Authors

İlhan Tarımer 0000-0002-7274-5680

Ömercan Şen This is me 0000-0003-2382-0653

Publication Date December 19, 2018
Published in Issue Year 2018 Volume: 4 Issue: 2

Cite

APA Tarımer, İ., & Şen, Ö. (2018). FIRST-PERSON USER GAME SOFTWARE DESIGNING BASED ON RULE-BASED ARTIFICIAL INTELLIGENCE TECHNIQUE. Mugla Journal of Science and Technology, 4(2), 198-204. https://doi.org/10.22531/muglajsci.449029
AMA Tarımer İ, Şen Ö. FIRST-PERSON USER GAME SOFTWARE DESIGNING BASED ON RULE-BASED ARTIFICIAL INTELLIGENCE TECHNIQUE. Mugla Journal of Science and Technology. December 2018;4(2):198-204. doi:10.22531/muglajsci.449029
Chicago Tarımer, İlhan, and Ömercan Şen. “FIRST-PERSON USER GAME SOFTWARE DESIGNING BASED ON RULE-BASED ARTIFICIAL INTELLIGENCE TECHNIQUE”. Mugla Journal of Science and Technology 4, no. 2 (December 2018): 198-204. https://doi.org/10.22531/muglajsci.449029.
EndNote Tarımer İ, Şen Ö (December 1, 2018) FIRST-PERSON USER GAME SOFTWARE DESIGNING BASED ON RULE-BASED ARTIFICIAL INTELLIGENCE TECHNIQUE. Mugla Journal of Science and Technology 4 2 198–204.
IEEE İ. Tarımer and Ö. Şen, “FIRST-PERSON USER GAME SOFTWARE DESIGNING BASED ON RULE-BASED ARTIFICIAL INTELLIGENCE TECHNIQUE”, Mugla Journal of Science and Technology, vol. 4, no. 2, pp. 198–204, 2018, doi: 10.22531/muglajsci.449029.
ISNAD Tarımer, İlhan - Şen, Ömercan. “FIRST-PERSON USER GAME SOFTWARE DESIGNING BASED ON RULE-BASED ARTIFICIAL INTELLIGENCE TECHNIQUE”. Mugla Journal of Science and Technology 4/2 (December 2018), 198-204. https://doi.org/10.22531/muglajsci.449029.
JAMA Tarımer İ, Şen Ö. FIRST-PERSON USER GAME SOFTWARE DESIGNING BASED ON RULE-BASED ARTIFICIAL INTELLIGENCE TECHNIQUE. Mugla Journal of Science and Technology. 2018;4:198–204.
MLA Tarımer, İlhan and Ömercan Şen. “FIRST-PERSON USER GAME SOFTWARE DESIGNING BASED ON RULE-BASED ARTIFICIAL INTELLIGENCE TECHNIQUE”. Mugla Journal of Science and Technology, vol. 4, no. 2, 2018, pp. 198-04, doi:10.22531/muglajsci.449029.
Vancouver Tarımer İ, Şen Ö. FIRST-PERSON USER GAME SOFTWARE DESIGNING BASED ON RULE-BASED ARTIFICIAL INTELLIGENCE TECHNIQUE. Mugla Journal of Science and Technology. 2018;4(2):198-204.

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