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GECCO
2008
Springer

Real-time imitation-based adaptation of gaming behaviour in modern computer games

14 years 1 months ago
Real-time imitation-based adaptation of gaming behaviour in modern computer games
In the course of the recent complexification and sophistication of commercial computer games, the creation of competitive artificial players that are able to behave intelligently and successfully in the featured highly dynamic and complex virtual worlds has become a considerable challenge. This paper describes an evolutionary realtime adaptation approach to produce competitive artificial players in an action game. The proposed method is inspired by the idea of social learning or cultural evolution. Thus, the agents try to adapt to the level of their opponents by the exchange of information about advantageous behaviours within the population. In addition, the behaviour of the opponents and other players is recorded and used to create more sophisticated and human-like agents. Categories and subject descriptors: I.2.11 [Artificial Intelligence]: Distributed Artificial Intelligence— Intelligent agents, Multiagent systems; I.2.6 [Artificial Intelligence] Learning—Knowledge Acquis...
Steffen Priesterjahn, Alexander Weimer, Markus Ebe
Added 09 Nov 2010
Updated 09 Nov 2010
Type Conference
Year 2008
Where GECCO
Authors Steffen Priesterjahn, Alexander Weimer, Markus Eberling
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