Proceedings of the 2004 Congress on Evolutionary Computation (IEEE Cat. No.04TH8753)
DOI: 10.1109/cec.2004.1330849
|View full text |Cite
|
Sign up to set email alerts
|

Using a genetic algorithm to tune first-person shooter bots

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
41
0
1

Publication Types

Select...
7
1

Relationship

0
8

Authors

Journals

citations
Cited by 84 publications
(42 citation statements)
references
References 4 publications
0
41
0
1
Order By: Relevance
“…Khoo (2002) developed an inexpensive AI technique based on the well-known Eliza program (Weizenbaum 1966), so that users get the impression of playing against humans instead of bots. In Cole et al (2004), the parameters of the Counter-Strike built-in weapon selection rules are tuned by using artificial evolution. Furthermore, there have been attempts to mimic human behavior offline, from samples of human playing, in a specific virtual environment.…”
Section: Learning In Gamesmentioning
confidence: 99%
“…Khoo (2002) developed an inexpensive AI technique based on the well-known Eliza program (Weizenbaum 1966), so that users get the impression of playing against humans instead of bots. In Cole et al (2004), the parameters of the Counter-Strike built-in weapon selection rules are tuned by using artificial evolution. Furthermore, there have been attempts to mimic human behavior offline, from samples of human playing, in a specific virtual environment.…”
Section: Learning In Gamesmentioning
confidence: 99%
“…The job of tuning parameters can be time consuming due to the large number of them. Some researchers have attempted to tune these parameters using genetic algorithms [4] [7][12] [13]. An FPS environment was used with the parameters being the behaviour of the bots [12][13] [4].…”
Section: Introductionmentioning
confidence: 99%
“…For example, there has been particular research interest in the creation of adaptive interactive multi-agent first-person shooter games (Cole, Louis, & Miles, 2004), (Hong & Cho, 2004), (Stanley et al, 2005b), as well as strategy games (Bryant & Miikkulainen, 2003), (Revello & McCartney, 2002), (Yannakakis, Levine, & Hallam, 2004) using artificial evolution and learning as design methods for agent behavior. Research work has primarily focused on the derivation of game playing multi-agent strategies, using either online or off-line adaptation methods in both continuous and discrete multi-agent games (Agogino, Stanley, & Miikkulainen, 2000), (Bryant & Miikkulainen, 2003), (Stanley & Miikkulainen, 2004), (Moriarty & Miikkulainen, 1995), (Moriarty & Miikkulainen, 1996), (Richards, Moriarty, McQuesten, & Miikkulainen, 1997).…”
Section: Multi-agent Computer Gamesmentioning
confidence: 99%