• DocumentCode
    2954328
  • Title

    Bots trained to play like a human are more fun

  • Author

    Soni, Bhuman ; Hingston, Philip

  • fYear
    2008
  • fDate
    1-8 June 2008
  • Firstpage
    363
  • Lastpage
    369
  • Abstract
    Computational intelligence methods are well-suited for use in computer controlled opponents for video games. In many other applications of these methods, the aim is to simulate near-optimal intelligent behaviour. But in video games, the aim is to provide interesting opponents for human players, not optimal ones. In this study, we trained neural network-based computer controlled opponents to play like a human in a popular first-person shooter. We then had gamers play-test these opponents as well as a hand-coded opponent, and surveyed them to find out which opponents they enjoyed more. Our results show that the neural network-based opponents were clearly preferred.
  • Keywords
    computer games; learning (artificial intelligence); neural nets; artificial intelligence; computational intelligence method; computer controlled opponent; first-person shooter; human player; near-optimal intelligent behaviour simulation; trained neural network; video game; Application software; Artificial intelligence; Artificial neural networks; Computational intelligence; Evolutionary computation; Games; Humans; Machine learning; Neural networks; Testing;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Neural Networks, 2008. IJCNN 2008. (IEEE World Congress on Computational Intelligence). IEEE International Joint Conference on
  • Conference_Location
    Hong Kong
  • ISSN
    1098-7576
  • Print_ISBN
    978-1-4244-1820-6
  • Electronic_ISBN
    1098-7576
  • Type

    conf

  • DOI
    10.1109/IJCNN.2008.4633818
  • Filename
    4633818