Video Game AI Opponent
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		A Video Game AI Opponent is a video game AI agent that provides adversarial challenge to human players through artificial intelligence techniques.
- AKA: AI Opponent, Computer Opponent, Bot Opponent, NPC Opponent, AI Enemy.
 - Context:
- It can typically simulate Human Player Behavior through behavior trees, finite state machines, and decision trees.
 - It can typically adapt to Player Strategy using machine learning algorithms and pattern recognition.
 - It can typically provide Difficulty Scaling through parameter adjustment and behavior modification.
 - It can typically execute Tactical Decisions including positioning, resource management, and timing attacks.
 - It can often employ Strategic Planning for long-term goals and victory conditions.
 - It can often demonstrate Emergent Behavior through neural networks and reinforcement learning.
 - It can often coordinate with AI Teammates in team-based scenarios.
 - It can often learn from Player Data through self-play and experience replay.
 - It can range from being a Scripted AI Opponent to being a Learning AI Opponent, depending on its adaptation capability.
 - It can range from being a Reactive AI Opponent to being a Predictive AI Opponent, depending on its planning depth.
 - It can range from being a Rule-Based AI Opponent to being a Neural Network AI Opponent, depending on its architecture.
 - It can range from being a Easy AI Opponent to being a Superhuman AI Opponent, depending on its difficulty level.
 - ...
 
 - Example(s):
- RTS AI Opponents, such as:
 - Fighting Game AI Opponents, such as:
 - FPS AI Opponents, such as:
 - Chess AI Opponents, such as:
 - Go AI Opponents, such as:
 - ...
 
 - Counter-Example(s):
- Human Player, which uses natural intelligence rather than artificial intelligence.
 - Scripted NPC, which follows predetermined paths without adversarial behavior.
 - AI Teammate, which provides cooperative assistance rather than opposition.
 
 - See: Adversarial Video Game Pattern, Video Game Adversarial Strategy, Competitive Video Game System, Video Game Bot, Adversarial Learning Algorithm, Self-Play Reinforcement Learning Algorithm, Minimax Decision Rule, Video Game Player Behavior Pattern, Adversarial Game-Theoretic Framework.