What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Training Recurrent Networks by Evolino
Neural Computation
Acquiring visibly intelligent behavior with example-guided neuroevolution
AAAI'07 Proceedings of the 22nd national conference on Artificial intelligence - Volume 1
A fast and elitist multiobjective genetic algorithm: NSGA-II
IEEE Transactions on Evolutionary Computation
Learning drivers for TORCS through imitation using supervised methods
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Hierarchical controller learning in a first-person shooter
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Optimized sensory-motor couplings plus strategy extensions for the TORCS car racing challenge
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Interactive evolution for the procedural generation of tracks in a high-end racing game
Proceedings of the 13th annual conference on Genetic and evolutionary computation
Learning, evolution and adaptation in racing games
Proceedings of the 9th conference on Computing Frontiers
Controllable procedural map generation via multiobjective evolution
Genetic Programming and Evolvable Machines
Advanced overtaking behaviors for blocking opponents in racing games using a fuzzy architecture
Expert Systems with Applications: An International Journal
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The problem of how to create NPC AI for videogames that believably imitates particular human players is addressed. Previous approaches to learning player behaviour is found to either not generalize well to new environments and noisy perceptions, or to not reproduce human behaviour in sufficient detail. It is proposed that better solutions to this problem can be built on multiobjective evolutionary algorithms, with objectives relating both to traditional progress-based fitness (playing the game well) and similarity to recorded human behaviour (behaving like the recorded player). This idea is explored in the context of a modern racing game.