Video Clips Showing Gameplay by Two AI Players of the Same Type Among mAI, AI1, AI2, AI3, and AI4
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Video Clips Showing Gameplay by Two mAI Players
Round 1
Round 2
Round 3
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Video Clips Showing Gameplay by Two AI1 Players
Round 1
Round 2
Round 3
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Video Clips Showing Gameplay by Two AI2 Players
Round 1
Round 2
Round 3
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Video Clips Showing Gameplay by Two AI3 Players
Round 1
Round 2
Round 3
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Video Clips Showing Gameplay by Two AI4 Players
Round 1
Round 2
Round 3
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For more implementation details, please read our paper:
Ryota Ishii, Suguru Ito, Ruck Thawonmas, Tomohiro Harada, "A Fighting Game AI Using Highlight Cues for Generation of Entertaining Gameplay," The IEEE Conference on Games 2019 (CoG 2019), London, UK, Aug. 20-23, 2019.
Erratum: Our apologies, the following statement in the paper is erroneous.
"However, the delay constraint was removed in the experiments. This is because our work is focused on generation of entertaining gameplay, not on development of an AI player for fighting against another AI opponent in a competition or a human opponent in a fair fashion."
Actually, the experiment was conducted with the delay constraint, but all the AIs, as with most of the entries in the competition, have employed a simple mechanism first introduced in a
sample MCTS AI to predict the current game state.