{'fraction_non_alphanumeric': 0.023769100169779286, 'fraction_numerical': 0.0, 'mean_word_length': 5.319034852546917, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
Towards a game agent

The objective of this report is to give the reader a survey on state-of-the-art techniques and academic research in the field of artificial life where the simulation of complex and emergent behavior is the central point of investigation. Furthermore, games, artificial intelligence, and the concept of agents are focussed to give a classification and comparison of modern techniques used to simulate and/or animate creatures and other lifelike forms. This report is not meant to be fully complete since some topics might remain unconsidered. Since the invention of computers, man has always tried to form any kind of " intelligence " within them. The field of artificial intelligence (AI) has produced several very interesting techniques such as classification, learning, problem solving, controlling of physical movements, searching in huge information spaces, modeling, and planning. Artificial Life (ALife) is a very new field of research. It involves many different academic disciplines such as artificial intelligence, biology, genetics, sociology, and many more. It's goal is to recreate behavioral characteristics of living systems from observations of natural life. Many research results from AI are used within ALife. With today's computer graphics it is also possible to render nearly real-world looking scenes which gives the entertainment industry new possibilities to produce entertaining medias such as movies and games. The former is a non-interactive form where the needs on computation time are negligible but the movements and graphical requirements are considered as the main problem and should be as perfect as possible. The latter is an interactive form of entertainment where the player(s) decisions control the progress of the plot. Because of the interactivity, computation time is the major hurdle where one has to find a balance between realism and reactivity. With ALife and computer graphics together, it seems possible to create new types of agents, presented in a fashionable way using three dimensional computer graphics, which are autonomous and have intelligent characteristics. This process is very challenging because these agents should spawn characteristics not only in movement but also in cognition, reasoning, expression, emotion, motivation, learning, social behavior, and in many other areas.