DocumentCode :
3477135
Title :
Reactiveness and navigation in computer games: Different needs, different approaches
Author :
Perez, Diego ; Nicolau, Miguel ; O´Neill, Maire ; Brabazon, Anthony
fYear :
2011
fDate :
Aug. 31 2011-Sept. 3 2011
Firstpage :
273
Lastpage :
280
Abstract :
This paper presents an approach to the Mario AI Benchmark problem, using the A* algorithm for navigation, and an evolutionary process combining routines for the reactiveness of the resulting bot. The Grammatical Evolution system was used to evolve Behaviour Trees, combining both types of routines, while the highly dynamic nature of the environment required specific approaches to deal with over-fitting issues. The results obtained highlight the need for specific algorithms for the different aspects of controlling a bot in a game environment, while Behaviour Trees provided the perfect representation to combine all those algorithms.
Keywords :
computer games; evolutionary computation; Mario AI benchmark problem; behaviour trees; computer games; evolutionary process; game environment; grammatical evolution system; Artificial intelligence; Benchmark testing; Evolutionary computation; Games; Grammar; Navigation; Path planning;
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.2011.6032017
Filename :
6032017
Link To Document :
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