2006 IEEE International Conference on Evolutionary Computation
DOI: 10.1109/cec.2006.1688390
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Evolution of Human-Competitive Agents in Modern Computer Games

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Cited by 29 publications
(21 citation statements)
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“…An improvement would be to perform experiments against other AI-bots or human players. Also, in the event that no training AI-bot was present, it raises the question of whether co-evolution [12] could have been applied. DEFCON is a non-deterministic game, especially when involving human players.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…An improvement would be to perform experiments against other AI-bots or human players. Also, in the event that no training AI-bot was present, it raises the question of whether co-evolution [12] could have been applied. DEFCON is a non-deterministic game, especially when involving human players.…”
Section: Discussionmentioning
confidence: 99%
“…The application of genetic programming has seen positive results in the fields such as robotic games [10] and board games like Chess [6], as well as racing track generation [13]. It has also been used to evolve human-competitive artificial players for Quake3 [12], and real-time strategy games [5]. By investigating the feasibility of applying an evolutionary approach with behaviours trees to develop a competitive automated AI player for a commercial game, we hope to further exemplify it as a viable means of AI development that may be adopted by the video games industry.…”
Section: Introductionmentioning
confidence: 99%
“…For learning partial gameplay, Overholtzer and Levy [2] used hardcoded elements, while Kadlec et al [3], Karpov et al [4], Parker and Bryant [5], Priesterjahn [6] and Thurau et al [7] addressed different parts of the controller using primitive actions. Cole et al [8] learned controllers for the full gameplay task using some hardcoded elements, like Small and Congdon [9] and Westra [10], while McPartland and Gallagher [11] used only primitive actions, though in a purpose-built FPS.…”
Section: A Game Ai and CI In First-person Shootersmentioning
confidence: 99%
“…In the past, researchers have evolved agents for the video game Quake3, a 3-dimensional multiplayer game [2]. They used genetic algorithms to evolve an agent that preformed better than the bot provided with the game, and then went on to co-evolve opponents to use instead of the provided bot.…”
Section: Introductionmentioning
confidence: 99%