DocumentCode
3477022
Title
Learning environment models in car racing using stateful Genetic Programming
Author
Agapitos, Alexandros ; O´Neill, Maire ; Brabazon, Anthony ; Theodoridis, T.
fYear
2011
fDate
Aug. 31 2011-Sept. 3 2011
Firstpage
219
Lastpage
226
Abstract
For computational intelligence to be useful in creating game agent AI we need to focus on methods that allow the creation and maintenance of models for the environment, which the artificial agents inhabit. Maintaining a model allows an agent to plan its actions more effectively by combining immediate sensory information along with a memories that have been acquired while operating in that environment. To this end, we propose a way to build environment models for non-player characters in car racing games using stateful Genetic Programming. A method is presented, where general-purpose 2-dimensional data-structures are used to build a model of the racing track. Results demonstrate that model-building behaviour can be cooperatively coevolved with car-controlling behaviour in modular programs that make use of these models in order to navigate successfully around a racing track.
Keywords
cognition; computer games; data structures; genetic algorithms; learning (artificial intelligence); multi-agent systems; 2D data structures; artificial agents; car racing games; computational intelligence; genetic programming; learning environment models; model building behaviour; modular programs; non player characters; Arrays; Computational intelligence; Computational modeling; Games; Learning systems; Navigation; Sensors;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Games (CIG), 2011 IEEE Conference on
Conference_Location
Seoul
Print_ISBN
978-1-4577-0010-1
Electronic_ISBN
978-1-4577-0009-5
Type
conf
DOI
10.1109/CIG.2011.6032010
Filename
6032010
Link To Document