Reactiveness and navigation in computer games : different needs, different approaches

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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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