| dc.contributor.author | Perez, Diego | |
| dc.contributor.author | Nicolau, Miguel | |
| dc.contributor.author | O'Neill, Michael | |
| dc.contributor.author | Brabazon, Anthony | |
| dc.date.accessioned | 2012-02-21T17:26:09Z | |
| dc.date.available | 2012-02-21T17:26:09Z | |
| dc.date.copyright | 2011 IEEE | en |
| dc.date.issued | 2011-08-31 | |
| dc.identifier.isbn | 978-1-4577-0010-1 | |
| dc.identifier.uri | http://hdl.handle.net/10197/3520 | |
| dc.description | Paper presented at the 2011 IEEE Conference on Computational Intelligence and Games (CIG’11), Seoul, South Korea, August 31st-September 3rd 2011 | en |
| dc.description.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. | en |
| dc.description.sponsorship | Science Foundation Ireland | en |
| dc.format.extent | 486726 bytes | |
| dc.format.mimetype | application/pdf | |
| dc.language.iso | en | en |
| dc.publisher | IEEE | en |
| dc.relation.ispartof | 2011 IEEE Conference on Computational Intelligence and Games (CIG) [proceedings] | en |
| dc.relation.requires | Business Research Collection | en |
| dc.relation.requires | CASL Research Collection | en |
| dc.rights | © 2011 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. | en |
| dc.subject | Video game | en |
| dc.subject | Genetic programming | en |
| dc.subject.lcsh | Evolutionary computation | en |
| dc.subject.lcsh | Genetic programming (Computer science) | en |
| dc.subject.lcsh | Computer games--Programming | en |
| dc.title | Reactiveness and navigation in computer games : different needs, different approaches | en |
| dc.type | Conference Publication | en |
| dc.internal.availability | Full text available | en |
| dc.internal.webversions | Publisher's version | en |
| dc.internal.webversions | http://dx.doi.org/10.1109/CIG.2011.6032017 | en |
| dc.status | Peer reviewed | en |
| dc.identifier.doi | 10.1109/CIG.2011.6032017 | |
| dc.neeo.contributor | Perez|Diego|aut| | en |
| dc.neeo.contributor | Nicolau|Miguel|aut| | en |
| dc.neeo.contributor | O'Neill|Michael|aut| | en |
| dc.neeo.contributor | Brabazon|Anthony|aut| | en |
| dc.description.admin | ti, ke, co, li - TS 02.12 12 month EMBARGO | en |
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