Reactiveness and navigation in computer games : different needs, different approaches

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Title: Reactiveness and navigation in computer games : different needs, different approaches
Authors: Perez, Diego
Nicolau, Miguel
O'Neill, Michael
Brabazon, Anthony
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Date: 31-Aug-2011
Online since: 2012-02-21T17:26:09Z
Abstract: This paper presents an approach to the Mario AI Benchmark problem, using the A* algorithm for navigation, and an evolutionary process combining routines for the reactiveness of the resulting bot. The Grammatical Evolution system was used to evolve Behaviour Trees, combining both types of routines, while the highly dynamic nature of the environment required specific approaches to deal with over-fitting issues. The results obtained highlight the need for specific algorithms for the different aspects of controlling a bot in a game environment, while Behaviour Trees provided the perfect representation to combine all those algorithms.
Funding Details: Science Foundation Ireland
Type of material: Conference Publication
Publisher: IEEE
Copyright (published version): 2011 IEEE
Keywords: Video gameGenetic programming
Subject LCSH: Evolutionary computation
Genetic programming (Computer science)
Computer games--Programming
DOI: 10.1109/CIG.2011.6032017
Other versions:
Language: en
Status of Item: Peer reviewed
Is part of: 2011 IEEE Conference on Computational Intelligence and Games (CIG) [proceedings]
Conference Details: Paper presented at the 2011 IEEE Conference on Computational Intelligence and Games (CIG’11), Seoul, South Korea, August 31st-September 3rd 2011
ISBN: 978-1-4577-0010-1
Appears in Collections:Computer Science Research Collection
Business Research Collection
CASL Research Collection

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