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Evolving Behaviour Tree Structures Using Grammatical Evolution
Author(s)
Date Issued
2018-09-12
Date Available
2019-05-07T14:51:50Z
Abstract
Behaviour Trees are control structures with many applications in computer science, including robotics, control systems, and computer games. They allow the specification of controllers from very broad behaviour definitions (close to the root of the tree) down to very specific technical implementations (near the leaves); this allows them to be understood and extended by both behaviour designers and technical programmers. This chapter describes the process of applying Grammatical Evolution (GE) to evolve Behaviour Trees for a real-time video-game: the Mario AI Benchmark. The results obtained show that these structures are quite amenable to artificial evolution using GE, and can provide a good balance between long-term (pathfinding) and short-term (reactiveness to hazards and power-ups) planning within the same structure.
Type of Material
Book Chapter
Publisher
Springer
Copyright (Published Version)
2018 Springer
Language
English
Status of Item
Not peer reviewed
Journal
Ryan C., O'Neill, M., Collins J. (eds.). Handbook of Grammatical Evolution
ISBN
978-3-319-78717-6
This item is made available under a Creative Commons License
File(s)
No Thumbnail Available
Name
bookchapter.pdf
Size
3.14 MB
Format
Adobe PDF
Checksum (MD5)
8896c36b8e670d94d041f65c5f51796f
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