2017
DOI: 10.1109/tciaig.2016.2543661
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Evolutionary Behavior Tree Approaches for Navigating Platform Games

Abstract: Abstract-Computer games are highly dynamic environments, where players are faced with a multitude of potentially unseen scenarios. In this article, AI controllers are applied to the Mario AI Benchmark platform, by using the Grammatical Evolution system to evolve Behavior Tree structures. These controllers are either evolved to both deal with navigation and reactiveness to elements of the game, or used in conjunction with a dynamic A* approach. The results obtained highlight the applicability of Behavior Trees … Show more

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Cited by 58 publications
(36 citation statements)
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“…BTs have also been studied in machine learning applications [7], [8] and details regarding efficient parameter passing was investigated in [9]. Finally, a Modellica implementation of BTs was presented in [18].…”
Section: Introductionmentioning
confidence: 99%
“…BTs have also been studied in machine learning applications [7], [8] and details regarding efficient parameter passing was investigated in [9]. Finally, a Modellica implementation of BTs was presented in [18].…”
Section: Introductionmentioning
confidence: 99%
“…Behavior Tree has gained great success in game AI [19], [20], and showed substantial possibilities in robotics research [6], [8], [12], [21]. IKBT serves as a proof-of-concept of solving high-cognitive problems with Behavior Tree.…”
Section: Perspectivesmentioning
confidence: 99%
“…To identify the redundant or unnecessary sub-trees they used anti-bloat control technique. In another interesting example in [23], the authors applied Grammatical Evolution to generate different levels of environment for Mario game. A BTs root node is a selector with a variable number of Behavior Block (BB) subtrees, encoding sub-behaviors.…”
Section: Related Workmentioning
confidence: 99%