Keywords

Artificial Intelligence, Learning from observation, Neural Networks, Quake

Abstract

The gaming industry has reached a point where improving graphics has only a small effect on how much a player will enjoy a game. One focus has turned to adding more humanlike characteristics into computer game agents. Machine learning techniques are being used scarcely in games, although they do offer powerful means for creating humanlike behaviors in agents. The first person shooter (FPS), Quake 2, is an open source game that offers a multi-agent environment to create game agents (bots) in. This work attempts to combine neural networks with a modeling paradigm known as context based reasoning (CxBR) to create a contextual game observation (CONGO) system that produces Quake 2 agents that behave as a human player trains them to act. A default level of intelligence is instilled into the bots through contextual scripts to prevent the bot from being trained to be completely useless. The results show that the humanness and entertainment value as compared to a traditional scripted bot have improved, although, CONGO bots usually ranked only slightly above a novice skill level. Overall, CONGO is a technique that offers the gaming community a mode of game play that has promising entertainment value.

Notes

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Graduation Date

2007

Semester

Summer

Advisor

Gonzalez, Avelino

Degree

Master of Science in Computer Engineering (M.S.Cp.E.)

College

College of Engineering and Computer Science

Department

Electrical Engineering and Computer Science

Degree Program

Computer Engineering

Format

application/pdf

Identifier

CFE0001694

URL

http://purl.fcla.edu/fcla/etd/CFE0001694

Language

English

Release Date

September 2007

Length of Campus-only Access

None

Access Status

Masters Thesis (Open Access)

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