Genetic programming: on the programming of computers by means of natural selection
Genetic programming: on the programming of computers by means of natural selection
Co-Evolution in the Successful Learning of Backgammon Strategy
Machine Learning
AI Techniques for Game Programming
AI Techniques for Game Programming
AI for Game Developers
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Evolving an expert checkers playing program without using humanexpertise
IEEE Transactions on Evolutionary Computation
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
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This paper describes two different decision tree-based approaches to obtain strategies that control the behavior of bots in the context of the Unreal Tournament 2004. The first approach follows the traditional process existing in commercial videogames to program the game artificial intelligence (AI), that is to say, it consists of coding the strategy manually according to the AI programmer's experience with the aim of increasing player satisfaction. The second approach is based on evolutionary programming techniques and has the objective of automatically generating the game AI. An experimental analysis is conducted in order to evaluate the quality of our proposals. This analysis is executed on the basis of two fitness functions that were defined intuitively to provide entertainment to the player. Finally a comparison between the two approaches is done following the subjective evaluation principles imposed by the "2k bot prize" competition.