2005
DOI: 10.1007/11539117_105
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Evolution of Reactive Rules in Multi Player Computer Games Based on Imitation

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Cited by 18 publications
(7 citation statements)
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“…In this context, imitation learning is usually aimed at the development of non-player characters with more realistic and believable human-like behaviors. For instance, Priesterjahn et al [1] developed a rule-based non player character (NPC) for Quake III R through a two-step process in which a set of rules was initially derived from the data collected from human players; subsequently, the ruleset was optimized using an evolutionary algorithm. Their final result was an NPC which would behave similarly to the observed human players while also generalizing well to unseen situations.…”
Section: Related Workmentioning
confidence: 99%
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“…In this context, imitation learning is usually aimed at the development of non-player characters with more realistic and believable human-like behaviors. For instance, Priesterjahn et al [1] developed a rule-based non player character (NPC) for Quake III R through a two-step process in which a set of rules was initially derived from the data collected from human players; subsequently, the ruleset was optimized using an evolutionary algorithm. Their final result was an NPC which would behave similarly to the observed human players while also generalizing well to unseen situations.…”
Section: Related Workmentioning
confidence: 99%
“…It includes all the methods that can be employed to learn a behavior from the observation of another player such as, (i) supervised learning, which has achieved good results in several games [7], [3], (ii) neuroevolution [5], [6], (iii) rule-based evolution [1], etc. The approaches used for imitation learning can be roughly divided into direct methods [4], which apply supervised learning to extract a model from the data logged from a target behavior; indirect methods [4], which apply typical methods of computational intelligence (e.g., neuroevolution) and use the data from the target behavior to compute a similarity score used to guide the development of the imitative controller.…”
Section: Introductionmentioning
confidence: 99%
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“…They bring up the important issue of taking into account the context and the past, in addition to the state-vector, to reduce ambiguity when deciding which action to perform. Also in the Quake game, recent research tries to improve imitation models by means of genetic algorithms (Priesterjahn, Kramer, Weimer, & Goebels, 2005).…”
Section: R Aler Et Al I Expert Systems Withmentioning
confidence: 99%
“…This is one of the reasons why developing application with different algorithms for games becomes a hot topic. Researchers have now started to introduce and implement AI algorithms in games, either by proposing new algorithms or modifying and improving existing algorithms [12,13,14,15].…”
Section: Introductionmentioning
confidence: 99%