DocumentCode :
1873029
Title :
Evolutionary neural networks for Non-Player Characters in Quake III
Author :
Westra, Joost ; Dignum, Frank
Author_Institution :
Inf. & Comput. Sci., Utrecht Univ., Utrecht, Netherlands
fYear :
2009
fDate :
7-10 Sept. 2009
Firstpage :
302
Lastpage :
309
Abstract :
Designing and implementing the decisions of non-player characters in first person shooter games becomes more difficult as the games get more complex. For every additional feature in a level potentially all decisions have to be revisited and another check made on this new feature. This leads to an explosion of the number of cases that have to be checked, which in its turn leads to situations where combinations of features are overlooked and non-player characters act strange in those particular circumstances. In this paper we show how evolutionary neural networks can be used to avoid these problems and lead to good and robust behavior.
Keywords :
games of skill; learning (artificial intelligence); neural nets; Quake III game; evolutionary neural networks; first person shooter games; non-player characters; Artificial intelligence; Automata; Explosions; Genetic algorithms; Humans; Learning systems; Neural networks; Robustness; Supervised learning; Weapons;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computational Intelligence and Games, 2009. CIG 2009. IEEE Symposium on
Conference_Location :
Milano
Print_ISBN :
978-1-4244-4814-2
Electronic_ISBN :
978-1-4244-4815-9
Type :
conf
DOI :
10.1109/CIG.2009.5286460
Filename :
5286460
Link To Document :
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