DocumentCode
2713842
Title
Evolving a Better Adversary: A Case Study in a German Castle
Author
McFarlin, Daniel S. ; Todd, Peter M.
Author_Institution
Indiana Univ., Bloomington, IN
fYear
2007
fDate
1-5 April 2007
Firstpage
229
Lastpage
235
Abstract
Mainstream video games are increasingly benefiting from more sophisticated adversarial artificial intelligences. The quality of these synthetic opponents is becoming a significant competitive advantage that was once exclusively reserved for graphics. This new generation of synthetic opponent relies on dynamic planning systems such as STRIPS to realize realistic and challenging adversarial behavior. Such systems have been embraced by game developers as they provide for transparent representation of agent state and behavior, have low CPU utilization and are available in toolkit form. Concurrently, the dramatic proliferation of parallel computational units in modern hardware architectures is also facilitating the use of connectionist models of artificial intelligence in gaming. However, significant barriers such as neural network training set generation and turnaround time for neural network development have inhibited widespread adoption of such techniques. To overcome these barriers, we present an infrastructure that automates neural network development through the use of a genetic algorithm to evolve the behavioral training set of an adversarial artificial intelligence. The infrastructure uses an existing game, Wolfenstein 3D, as a simulation environment. We compare the effectiveness of the neural network generated by this system against a manually constructed neural network and the original game AI. All three models are pitted against human players
Keywords
artificial intelligence; computer games; genetic algorithms; neural nets; Wolfenstein 3D; adversarial artificial intelligence; behavioral training set; dynamic planning systems; game AI; genetic algorithm; hardware architectures; neural network development; parallel computational units; simulation environment; video games; Artificial intelligence; Artificial neural networks; Computer architecture; Concurrent computing; Games; Genetic algorithms; Graphics; Hardware; Humans; Strips; artificial intelligence; games; genetic algorithms; neural network applications;
fLanguage
English
Publisher
ieee
Conference_Titel
Artificial Life, 2007. ALIFE '07. IEEE Symposium on
Conference_Location
Honolulu, HI
Print_ISBN
1-4244-0701-X
Type
conf
DOI
10.1109/ALIFE.2007.367801
Filename
4218891
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