DocumentCode :
2209004
Title :
Evolving a Non-playable Character team with Layered Learning
Author :
Mondesire, Sean ; Wiegand, R. Paul
Author_Institution :
Electr. Eng. & Comput. Sci., Univ. of Central Florida, Orlando, FL, USA
fYear :
2011
fDate :
11-15 April 2011
Firstpage :
52
Lastpage :
59
Abstract :
Layered Learning is an iterative machine learning technique used to train agents how to perform tasks. The technique decomposes a task into simpler components and trains the agent to learn how to perform progressively more complex sub-tasks to solve the overall task. Layered Learning has been successfully used to instruct computer programs to solve Boolean-logic problems, teach robots how to walk, and train RoboCup soccer playing agents. The proposed work answers the question of how well does Layered Learning apply to the evolved development of a heterogeneous team of Non-playable Characters (NPCs) in a video game. The work compares the use of Layered Learning against evolving NPCs with monolithic based approaches. Experiment data show that Layered Learning can result in the successful development of NPCs and demonstrates that the approach performs well against monolithic evaluation.
Keywords :
computer games; iterative methods; learning (artificial intelligence); software agents; Boolean logic problems; RoboCup soccer playing agents; agent training; iterative machine learning technique; layered learning; nonplayable character team evolution; robots; video game; Aggregates; Biological cells; Decision making; Games; Genetic algorithms; Machine learning; Training; Decision Making; Genetic Algorithm; Layered Learning;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computational Intelligence in Multicriteria Decision-Making (MDCM), 2011 IEEE Symposium on
Conference_Location :
Paris
Print_ISBN :
978-1-61284-068-0
Type :
conf
DOI :
10.1109/SMDCM.2011.5949283
Filename :
5949283
Link To Document :
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