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

Published: 12 July 2008 Publication History

Abstract

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 real-time 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.

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K. Chielens and F. Heylighen. Operationalization of Meme Selection Criteria: Methodologies to Empirically Test Memetic Predictions. In Proceedings of the Joint Symposium on Socially Inspired Computing (AISB'05), pages 14--20, 2005.
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R. Conte and M. Paolucci. Intelligent Social Learning. Journal of Artificial Societies and Social Simulation, 4(1):U61--U82, 2001.
[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 and A. Weimer. An Evolutionary Online Adaptation Method for Modern Computer Games. In Proceedings of the Genetic and Evolutionary Computation Conference (GECCO'07), 2007.

Cited By

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  • (2012)Evolutionary Computation for Reinforcement LearningReinforcement Learning10.1007/978-3-642-27645-3_10(325-355)Online publication date: 2012
  • (2011)Neuroevolutionary reinforcement learning for generalized control of simulated helicoptersEvolutionary Intelligence10.1007/s12065-011-0066-z4:4(219-241)Online publication date: 30-Oct-2011
  • (2010)Learning to Drive in the Open Racing Car Simulator Using Online NeuroevolutionIEEE Transactions on Computational Intelligence and AI in Games10.1109/TCIAIG.2010.20521022:3(176-190)Online publication date: Sep-2010
  • Show More Cited By

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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. games
  3. machine learning
  4. multiagent systems
  5. online algorithms

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

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Cited By

View all
  • (2012)Evolutionary Computation for Reinforcement LearningReinforcement Learning10.1007/978-3-642-27645-3_10(325-355)Online publication date: 2012
  • (2011)Neuroevolutionary reinforcement learning for generalized control of simulated helicoptersEvolutionary Intelligence10.1007/s12065-011-0066-z4:4(219-241)Online publication date: 30-Oct-2011
  • (2010)Learning to Drive in the Open Racing Car Simulator Using Online NeuroevolutionIEEE Transactions on Computational Intelligence and AI in Games10.1109/TCIAIG.2010.20521022:3(176-190)Online publication date: Sep-2010
  • (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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