A Survey on the Development of Human-Centered Artificial Agents for Fighting Games

Artificial intelligence methods can be used to develop artificial agents for competitive video games. These agents have the potential to be learning tools for players, as well as provide automated insights into how balanced the game is. This motivates the existence of agents whose skill is adjusted to the player. However, this also assumes the agents are good substitutes for human players. Developing “human-centered” agents, focused on the gameplay experience of human players, is a difficult problem. In the genre of fighting games, they need to account for different characteristics such as human-like adaptation and reaction time, which is an important factor in these games' design. We survey the different dimensions by which this problem is addressed, both in commercial games and the literature. These dimensions include the performance of the agents, their human likeness and the diversity of their behaviors. We thus present the state of the art in the creation of human-centered agents, along with future directions in which this problem can be explored further.

Authors

Institutions

Publication Details

Journal
IEEE Transactions on Games
Published
2025-06-06
DOI
https://doi.org/10.1109/tg.2025.3577552
Primary Topic
Evacuation and Crowd Dynamics
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

A Survey on the Development of Human-Centered Artificial Agents for Fighting Games

J.M. de Carvalho, M. J. M. Tavares, Armando J. Pinho
IEEE Transactions on Games
Evacuation and Crowd Dynamics
article

A Survey on the Development of Human-Centered Artificial Agents for Fighting Games

J.M. de Carvalho, M. J. M. Tavares, Armando J. Pinho
article en

Abstract

Artificial intelligence methods can be used to develop artificial agents for competitive video games. These agents have the potential to be learning tools for players, as well as provide automated insights into how balanced the game is. This motivates the existence of agents whose skill is adjusted to the player. However, this also assumes the agents are good substitutes for human players. Developing “human-centered” agents, focused on the gameplay experience of human players, is a difficult problem. In the genre of fighting games, they need to account for different characteristics such as human-like adaptation and reaction time, which is an important factor in these games' design. We survey the different dimensions by which this problem is addressed, both in commercial games and the literature. These dimensions include the performance of the agents, their human likeness and the diversity of their behaviors. We thus present the state of the art in the creation of human-centered agents, along with future directions in which this problem can be explored further.

IEEE Transactions on GamesVol. 17(4)
University of Aveiro (PT), Altice Portugal (Portugal) (PT)
Openalex Percentile: Top 84%
Evacuation and Crowd Dynamics
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

A Survey on the Development of Human-Centered Artificial Agents for Fighting Games — J.M. de Carvalho, M. J. M. Tavares, et al. · IEEE Transactions on Games (2025) | TGRS Research Map | TGRS