Evolving behaviour trees for the Mario AI competition using grammatical evolution
Date:
2011-04-27
Recommended citation:
Perez, Diego, Nicolau, Miguel, O'Neill, Michael, Brabazon, Anthony
: Evolving behaviour trees for the Mario AI competition using grammatical evolution. EvoGAMES 2011 3rd European Event on Bio-inspired Algorithms in Games in EvoApplications 2011, Torino, Italy, April, 2011. 2011-04-27.
Abstract:
This paper investigates the applicability of Genetic Programming type systems to dynamic game environments. Grammatical Evolution was used to evolve Behaviour Trees, in order to create controllers for the Mario AI Benchmark. The results obtained reinforce the applicability of evolutionary programming systems to the development of artificial intelligence in games, and in dynamic systems in general, illustrating their viability as an alternative to more standard AI techniques.
Funding Details:
Science Foundation Ireland
Conference Details:
EvoGAMES 2011 3rd European Event on Bio-inspired Algorithms in Games in EvoApplications 2011, Torino, Italy, April, 2011
Type of material:
Conference Publication
Publisher:
Springer
Copyright (published version):
2011 Springer
Rights statement:
The final publication is available at springerlink.com
Is part of:
Di Chio, C. et al. [eds.]. Applications of Evolutionary Computation EvoApplications 2011: EvoCOMPLEX, EvoGAMES, EvoIASP, EvoINTELLIGENCE, EvoNUM, and EvoSTOC, Torino, Italy, April 27-29, 2011, Proceedings, Part I
ISBN:
978-3-642-20524-8
Status of item:
Peer reviewed
Language:
en
Availability:
Full text available
Available:
2012-03-08T14:44:45Z
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