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CST-Godot: Bridging the Gap between Game Engines and Cognitive Agents

dc.contributor.authorMorais, Gustavo
dc.contributor.authorLoron, Ian
dc.contributor.authorColetta, Luiz F.S.
dc.contributor.authorDa Silva, Anderson A.
dc.contributor.authorSimoes, Alexandre [UNESP]
dc.contributor.authorGudwin, Ricardo
dc.contributor.authorCosta, Paula D. Paro
dc.contributor.authorColombini, Esther
dc.contributor.institutionUniversidade Estadual de Campinas (UNICAMP)
dc.contributor.institutionUniversidade Estadual Paulista (UNESP)
dc.date.accessioned2023-07-29T12:41:32Z
dc.date.available2023-07-29T12:41:32Z
dc.date.issued2022-01-01
dc.description.abstractCognitive architectures (CA) exist in the neighborhood of research in general AI. However, despite the high importance placed on classical AI techniques in developing complex videogame systems and the success the CA field has had in producing intelligent behavior of different kinds, it has gone largely unexplored in the context of videogame development. This paper presents a framework for implementing cognitive agents based on CAs in the Godot game engine. We employ the Cognitive Systems Toolkit (CST) for this purpose, providing opportunities for development in the academic sphere, primarily for creating experiments and visualizers that take advantage of Godot's physics and rendering libraries. In the context of videogame development, it can help expand upon classical AI techniques and enable more complex and interesting systems' implementation. As a concept proof, we show how a reinforcement learning-based agent can successfully learn how to behave in a game designed under this cognitive environment.en
dc.description.affiliationInstitute of Computing Unicamp
dc.description.affiliationSorocaba Institute of Science and Technology Universidade Estadual Paulista
dc.description.affiliationSchool of Electrical and Computer Engineering (FEEC) Unicamp
dc.description.affiliationUnespSorocaba Institute of Science and Technology Universidade Estadual Paulista
dc.identifierhttp://dx.doi.org/10.1109/SBGAMES56371.2022.9961082
dc.identifier.citationBrazilian Symposium on Games and Digital Entertainment, SBGAMES, v. 2022-October.
dc.identifier.doi10.1109/SBGAMES56371.2022.9961082
dc.identifier.issn2159-6662
dc.identifier.issn2159-6654
dc.identifier.scopus2-s2.0-85143827277
dc.identifier.urihttp://hdl.handle.net/11449/246460
dc.language.isoeng
dc.relation.ispartofBrazilian Symposium on Games and Digital Entertainment, SBGAMES
dc.sourceScopus
dc.subjectArtificial Intelligence
dc.subjectCognitive Architectures
dc.subjectGodot
dc.subjectReinforcement learning
dc.titleCST-Godot: Bridging the Gap between Game Engines and Cognitive Agentsen
dc.typeTrabalho apresentado em eventopt
dspace.entity.typePublication
unesp.campusUniversidade Estadual Paulista (UNESP), Instituto de Ciência e Tecnologia, Sorocabapt

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