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Imitation-based evolution of artificial players in modern computer games

Published: 12 July 2008 Publication History

Abstract

Because of the rapid progress of commercial computer games in recent years the development of artificial characters that inhabit the presented game worlds has become a challenging task with very specific requirements. A very important feature of artificial intelligence for games is that, as the objective of computer games is the entertainment of the player, the artificial game agents should not only be competitive but also show intelligent and human-like behaviours. Therefore, this paper proposes the usage of imitation techniques to generate more human-like behaviours in an action game, whereas the imitation is achieved by recording players and by using these recordings as the basis of an evolutionary learning approach.

References

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M. Buckland. Programming Game AI by Example. Wordware Publishing, 2005.
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S. M. Lucas and G. Kendall. Evolutionary Computation and Games. IEEE Computational Intelligence Magazine, 1:10--18, 2006.
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R. Miikkulainen, B. D. Bryant, R. Cornelius, I. V. Karpov, K. O. Stanley, and C. H. Yong. Computational Intelligence in Games. Computational Intelligence: Principles and Practice, pages 155--191, 2006.
[4]
S. Priesterjahn. Online Adaptation and Imitation in Modern Computer Games. PhD thesis, University of Paderborn, 2008.
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S. Priesterjahn, O. Kramer, A. Weimer, and A. Goebels. Evolution of Reactive Rules in Multi-Player Computer Games Based on Imitation. In Proceedings of the International Conference on Natural Computation (ICNC'06), volume 2, pages 744--755. Springer, 2005.
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S. Priesterjahn, O. Kramer, A. Weimer, and A. Goebels. Evolution of Human-Competitive Agents in Modern Computer Games. In Proceedings of the IEEE Congress on Evolutionary Computation (CEC'06), pages 777--784. IEEE Press, 2006.

Cited By

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  • (2009)Learning a context-aware weapon selection policy for unreal tournament IIIProceedings of the 5th international conference on Computational Intelligence and Games10.5555/1719293.1719346(310-316)Online publication date: 7-Sep-2009
  • (2009)Learning a context-aware weapon selection policy for Unreal Tournament III2009 IEEE Symposium on Computational Intelligence and Games10.1109/CIG.2009.5286461(310-316)Online publication date: Sep-2009

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Published In

cover image ACM Conferences
GECCO '08: Proceedings of the 10th annual conference on Genetic and evolutionary computation
July 2008
1814 pages
ISBN:9781605581309
DOI:10.1145/1389095
  • Conference Chair:
  • Conor Ryan,
  • Editor:
  • Maarten Keijzer
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 12 July 2008

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Author Tags

  1. artificial intelligence
  2. entertainment and media
  3. games
  4. heuristics
  5. machine learning

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Overall Acceptance Rate 1,669 of 4,410 submissions, 38%

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Cited By

View all
  • (2009)Learning a context-aware weapon selection policy for unreal tournament IIIProceedings of the 5th international conference on Computational Intelligence and Games10.5555/1719293.1719346(310-316)Online publication date: 7-Sep-2009
  • (2009)Learning a context-aware weapon selection policy for Unreal Tournament III2009 IEEE Symposium on Computational Intelligence and Games10.1109/CIG.2009.5286461(310-316)Online publication date: Sep-2009

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