DocumentCode
3477361
Title
A neuronal global workspace for human-like control of a computer game character
Author
Fountas, Zafeirios ; Gamez, David ; Fidjeland, A.K.
Author_Institution
Dept. of Comput., Imperial Coll. London, London, UK
fYear
2011
fDate
Aug. 31 2011-Sept. 3 2011
Firstpage
350
Lastpage
357
Abstract
This paper describes a system that uses a global workspace architecture implemented in spiking neurons to control an avatar within the Unreal Tournament 2004 (UT2004) computer game. This system is designed to display human-like behaviour within UT2004, which provides a good environment for comparing human and embodied AI behaviour without the cost and difficulty of full humanoid robots. Using a biologically-inspired approach, the architecture is loosely based on theories about the high level control circuits in the brain, and it is the first neural implementation of a global workspace that is embodied in a dynamic real time environment. At its current stage of development the system can navigate through UT2004 and shoot opponents. We are currently completing the implementation and testing in preparation for the human-like bot competition at CIG 2011 in September.
Keywords
artificial intelligence; avatars; computer games; humanoid robots; neural nets; AI behaviour; UT2004; avatar; biologically-inspired approach; computer game character; high level control circuit; human-like control; neuronal global workspace; spiking neuron; Avatars; Computer architecture; Games; Humans; Neurons; Robot sensing systems;
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.2011.6032027
Filename
6032027
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