Turing's test and believable AI in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Bayesian Imitation of Human Behavior in Interactive Computer Games
ICPR '06 Proceedings of the 18th International Conference on Pattern Recognition - Volume 01
Evolving visibly intelligent behavior for embedded game agents
Evolving visibly intelligent behavior for embedded game agents
Acquiring visibly intelligent behavior with example-guided neuroevolution
AAAI'07 Proceedings of the 22nd national conference on Artificial intelligence - Volume 1
Evolution of reactive rules in multi player computer games based on imitation
ICNC'05 Proceedings of the First international conference on Advances in Natural Computation - Volume Part II
Evolutionary computation and games
IEEE Computational Intelligence Magazine
Evolving behaviour trees for the Mario AI competition using grammatical evolution
EvoApplications'11 Proceedings of the 2011 international conference on Applications of evolutionary computation - Volume Part I
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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.