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ata structures and John E. Laird # RESEARCH IN HUMAN-LEVEL USING COMPUTER GAMES Figure 1. Example Unreal Tournament character. controls for the computer-controlled bots. We interface our AI engine (Soar) through the DLL to control a bot that a human plays against 2. One attractive feature of Quake II is there are editors available for users to create their own game environments. Our goal in using Quake II was to discover what was necessary to create an AI bot that played the game in much the same way a human plays the game. We designed our bots to use sensory information similar to what is available to a human, use the controls similar to those used by a human, and use some of the tactics that humans use. For sensing, the bots can see other players and items that are not obstructed by other entities or features (such as walls) in the environment. However, it is difficult to extract spatial information about the physical environment from the game, such as walls and doors,
John E. Laird (Tue,) studied this question.
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