• DocumentCode
    1840676
  • Title

    Interactively evolved modular neural networks for game agent control

  • Author

    Reeder, John ; Miguez, Roberto ; Sparks, Jessica ; Georgiopoulos, Michael ; Anagnostopoulos, Georgios

  • Author_Institution
    Univ. of Central Florida, Orlando, FL
  • fYear
    2008
  • fDate
    15-18 Dec. 2008
  • Firstpage
    167
  • Lastpage
    174
  • 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.
  • Keywords
    computer games; neural nets; software agents; XNA framework; game agent control; interactively evolved modular neural networks; nonplayable characters; simulated agents; temporal difference learning methods; video games; Artificial intelligence; Computer architecture; Evolutionary computation; Games; Humans; Machine learning; Marine vehicles; Neural networks; Robots; Sparks;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence and Games, 2008. CIG '08. IEEE Symposium On
  • Conference_Location
    Perth, WA
  • Print_ISBN
    978-1-4244-2973-8
  • Electronic_ISBN
    978-1-4244-2974-5
  • Type

    conf

  • DOI
    10.1109/CIG.2008.5035636
  • Filename
    5035636