Imitation-based evolution of artificial game players

  • Authors:
  • Steffen Priesterjahn

  • Affiliations:
  • University of Paderborn, Germany

  • Venue:
  • ACM SIGEVOlution
  • Year:
  • 2007

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Abstract

Because of the rapid progress of commercial computer games in recent years the development of artificial characters that inhabit the presented game worlds has become a challenging task with very specific requirements. A particular computer game specific requirement is that, as the objective of computer games is the entertainment of the player, the artificial intelligence should not only be competitive but also show intelligent and human-like behaviours. Therefore, the following article proposes the usage of imitation techniques to generate more human-like behaviours in an action game, whereas the imitation is achieved by recording players and by using these recordings as the basis of an evolutionary learning approach.