Stefan Jacobs, Alexander Ferrein, and Gerhard Lakemeyer
Computer games and the accompanying entertainment industry branch has become a major market factor. AI techniques are successfully applied to tasks like path planning or intelligent swarm behavior. On the decision-making level the state of the art are state machines with a xed set of behaviors. The perception of the computer player is perfect. They exactly know where the other players are located, even if they cannot see them. This approach seems to be limited for intelligent decision making. Therefore, we propose another approach. We use a variant of the logic-based action language GOLOG for implementing so-called game bots in the UNREAL TOURNAMENT 2004 environment. First results show that we can compete with the omniscience game bots in the Unreal domain.