Size Fair and Homologous Tree Crossovers for Tree Genetic Programming
Genetic Programming and Evolvable Machines
Using multi-agent potential fields in real-time strategy games
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 2
The behavior-oriented design of modular agent intelligence
NODe'02 Proceedings of the NODe 2002 agent-related conference on Agent technologies, infrastructures, tools, and applications for E-services
GP-EndChess: using genetic programming to evolve chess endgame players
EuroGP'05 Proceedings of the 8th European conference on Genetic Programming
Toward high-level reuse of statechart-based AI in computer games
Proceedings of the 1st International Workshop on Games and Software Engineering
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
Extending the JADE agent behaviour model with JBehaviourTrees Framework
KES-AMSTA'11 Proceedings of the 5th KES international conference on Agent and multi-agent systems: technologies and applications
Service adaptation recommender in the event marketplace: conceptual view
ESWC'11 Proceedings of the 8th international conference on The Semantic Web
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Behaviour trees provide the possibility of improving on existing Artificial Intelligence techniques in games by being simple to implement, scalable, able to handle the complexity of games, and modular to improve reusability. This ultimately improves the development process for designing automated game players. We cover here the use of behaviour trees to design and develop an AI-controlled player for the commercial real-time strategy game DEFCON. In particular, we evolved behaviour trees to develop a competitive player which was able to outperform the game’s original AI-bot more than 50% of the time. We aim to highlight the potential for evolving behaviour trees as a practical approach to developing AI-bots in games.