Title
Interactively Evolved Modular Neural Networks For Game Agent Control
Abstract
As the realism in games continues to increase, through improvements in graphics and 3D engines, more focus is placed on the behavior of the simulated agents that inhabit the simulated worlds. The agents in modern video games must become more life-like in order to seem to belong in the environments they are portrayed in. Many modern artificial intelligence approaches achieve a high level of realism but this is accomplished through significant developer time spent scripting the behaviors of the Non-Playable Characters or NPC's. These agents will behave in a believable fashion in the scenarios they have been programmed for, but do not have the ability to adapt to new situations. In this paper we introduce a modularized, real-time evolution training technique to evolve adaptable agents with life-like behaviors. Online performance during evolution is also improved by using selection mechanisms found in temporal difference learning methods to appropriately balance the exploration and exploitation of control policies. These methods are implemented and tested using the XNA framework producing very promising results regarding efficiency of techniques, and demonstrating many potential avenues for further research. ©2008 IEEE.
Publication Date
12-1-2008
Publication Title
2008 IEEE Symposium on Computational Intelligence and Games, CIG 2008
Number of Pages
167-174
Document Type
Article; Proceedings Paper
Personal Identifier
scopus
DOI Link
https://doi.org/10.1109/CIG.2008.5035636
Copyright Status
Unknown
Socpus ID
69249167604 (Scopus)
Source API URL
https://api.elsevier.com/content/abstract/scopus_id/69249167604
STARS Citation
Reeder, John; Miguez, Roberto; Sparks, Jessica; Georgiopoulos, Michael; and Anagnostopoulos, Georgios, "Interactively Evolved Modular Neural Networks For Game Agent Control" (2008). Scopus Export 2000s. 9628.
https://stars.library.ucf.edu/scopus2000/9628