Machine learning techniques for FPS in Q3
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
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
Motion coordination in the quake 3 arena environment: a field-based approach
E4MAS'04 Proceedings of the First international conference on Environments for Multi-Agent Systems
Hi-index | 0.00 |
In this introductory work we present our first approach to a computer controller player for first-person shooter videogames, where we have applied genetic algorithms in order to evolve the best dodge rules. This paper is a report of the results obtained by our bot during the first competition held in Trondheim, Norway, during the IEEE Congress on Evolutionary Computation (CEC 2009).