2015
DOI: 10.1109/tciaig.2014.2336702
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Creating Autonomous Adaptive Agents in a Real-Time First-Person Shooter Computer Game

Abstract: Games are good test-beds to evaluate AI methodologies. In recent years, there has been a vast amount of research dealing with real-time computer games other than the traditional board games or card games. This paper illustrates how we create agents by employing FALCON, a self-organizing neural network that performs reinforcement learning, to play a well-known first-person shooter computer game called Unreal Tournament. Rewards used for learning are either obtained from the game environment or estimated using t… Show more

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Cited by 55 publications
(51 citation statements)
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“…In a certain way, this AI never truly understands the goal of the game nor the multiple distinct components that can cause a player to win or lose a game. Wang & Tang [8] tackles briefly these problems by creating two distinct learning processes: learning the appropriate behavior and focusing on optimal weapon selection.…”
Section: Related Workmentioning
confidence: 99%
“…In a certain way, this AI never truly understands the goal of the game nor the multiple distinct components that can cause a player to win or lose a game. Wang & Tang [8] tackles briefly these problems by creating two distinct learning processes: learning the appropriate behavior and focusing on optimal weapon selection.…”
Section: Related Workmentioning
confidence: 99%
“…A fusion ART network can also be considered as a building block for more complex memory or cognitive architecture. In [16], it is used as the building block for modelling episodic memory comprising memory formation forgetting, and then consolidation processes. This model of episodic memory has been demonstrated to handle memory tasks in a fast-paced real-time first-person shooter video game environment [17].…”
Section: Budhitama Subagdja Dynamic and Incremental Exploration Stramentioning
confidence: 99%
“…The real-time collection of realistic crowdsourced data can also unveil opportunities in the area of Artificial Intelligence, such as modeling human-like behavior [9][10][11] for social and socio-economic studies as well as for marketing and/or entertainment purposes. The latter is traditionally linked to game AI [12,13], which as a term is mainly used for describing non player characters (NPCs).…”
Section: Introductionmentioning
confidence: 99%
“…(see e.g. [10,11,14]). However, most of these modern games rely on desktop-like game-playing [11] utilizing data based on the human's decisions only and ignoring spatio-temporal or other sensory information.…”
Section: Introductionmentioning
confidence: 99%
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