Intelligent agents in computer games
AAAI '99/IAAI '99 Proceedings of the sixteenth national conference on Artificial intelligence and the eleventh Innovative applications of artificial intelligence conference innovative applications of artificial intelligence
Research in human-level AI using computer games
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
GameBots: a flexible test bed for multiagent team research
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
Evolution strategies –A comprehensive introduction
Natural Computing: an international journal
Evolving neural networks through augmenting topologies
Evolutionary Computation
Designing Neural Networks using Genetic Algorithms
Proceedings of the 3rd International Conference on Genetic Algorithms
Human-Level AI's Killer Application: Interactive Computer Games
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
AI Techniques for Game Programming
AI Techniques for Game Programming
Efficient evolution of neural network topologies
CEC '02 Proceedings of the Evolutionary Computation on 2002. CEC '02. Proceedings of the 2002 Congress - Volume 02
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The final purpose of Automated Vehicle Guidance Systems (AVGSs) is to obtain fully automatic driven vehicles to optimize transport systems, minimizing delays, increasing safety and comfort. In order to achieve these goals, lots of Artificial Intelligence techniques must be improved and merged. In this article we focus on learning and simulating the Human-Level decisions involved in driving a racing car. To achieve this, we have studied the convenience of using Neuroevolution of Augmenting Topologies (NEAT). To experiment and obtain comparative results we have also developed an online videogame prototype called Screaming Racers, which is used as test-bed environment.