SMU Guildhall Graduate Catalog Spring 2017 — Cohort 25 | Page 48

Frank Xu Level Design « Making Artificial Intelligence More Human My thesis project demonstrates mastery expectations and behaved similarly to players. I studied basic principles and of AI behaviors in the final artifact, the of creating AIs that behave like human tools to achieve the adaptive AI, then exhibited the mastery through an artifact focusing on the AI behavior and its adaptive features. The final artifact is a Multiplayer Online Battle Arena (MOBA) Hero AI that acts AI navigated, targeted, and fought with reasonable decisions, and did indeed act like a real human player. The Hero followed the lane to engage with enemy minions, enemy towers, enemy Heroes, and enemy core. like a real human player. I chose this topic Heroes with different skill levels had games, and I felt that studying this topic further polish, this artifact could be because AI is an important part of video would be a worthwhile endeavor. The thesis took around 4 months to develop. With multiple iterations, I was able to create a Hero AI that met my 48 a human player. From the observation LEVEL DESIGN distinguished decision outcomes. With valuable for AI-heavy games like Dark Souls and League of Legends. Above all, the artifact successfully achieved the goal and built a robust foundation for future development.