DocumentCode
2489063
Title
Self-organizing neural networks for behavior modeling in games
Author
Feng, Shu ; Tan, Ah-Hwee
Author_Institution
Sch. of Comput. Eng., Nanyang Technol. Univ., Singapore, Singapore
fYear
2010
fDate
18-23 July 2010
Firstpage
1
Lastpage
8
Abstract
This paper proposes self-organizing neural networks for modeling behavior of non-player characters (NPC) in first person shooting games. Specifically, two classes of self-organizing neural models, namely Self-Generating Neural Networks (SGNN) and Fusion Architecture for Learning and Cognition (FALCON) are used to learn non-player characters´ behavior rules according to recorded patterns. Behavior learning abilities of these two models are investigated by learning specific sample Bots in the Unreal Tournament game in a supervised manner. Our empirical experiments demonstrate that both SGNN and FALCON are able to recognize important behavior patterns and learn the necessary knowledge to operate in the Unreal environment. Comparing with SGNN, FALCON is more effective in behavior learning, in terms of lower complexity and higher fighting competency.
Keywords
behavioural sciences computing; computer games; neural nets; pattern recognition; sport; behavior learning; behavior modeling; fusion architecture; nonplayer character; pattern recognition; person shooting game; sample Bots; self generating neural network; self organizing neural network; unreal tournament game; Artificial neural networks; Games; Neurons; Robots; Supervised learning; Training; Weapons;
fLanguage
English
Publisher
ieee
Conference_Titel
Neural Networks (IJCNN), The 2010 International Joint Conference on
Conference_Location
Barcelona
ISSN
1098-7576
Print_ISBN
978-1-4244-6916-1
Type
conf
DOI
10.1109/IJCNN.2010.5596471
Filename
5596471
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