Evolving Behaviour Tree Structures Using Grammatical Evolution

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Title: Evolving Behaviour Tree Structures Using Grammatical Evolution
Authors: Nicolau, Miguel
Perez-Liebana, Diego
Permanent link: http://hdl.handle.net/10197/10328
Date: 12-Sep-2018
Online since: 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 International Publishing AG
Keywords: Behaviour TreesComputer scienceComputer gamesGrammatical Evolution (GE)
DOI: 10.1007/978-3-319-78717-6_18
Language: en
Status of Item: Not peer reviewed
Is part of: Ryan C., O'Neill, M., Collins J. (eds.). Handbook of Grammatical Evolution
ISBN: 978-3-319-78717-6
Appears in Collections:Business Research Collection

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