Evolving bot AI in Unreal™

  • Authors:
  • Antonio Miguel Mora;Ramón Montoya;Juan Julián Merelo;Pablo García Sánchez;Pedro Ángel Castillo;Juan Luís Jiménez Laredo;Ana Isabel Martínez;Anna Espacia

  • Affiliations:
  • Departamento de Arquitectura y Tecnología de Computadores, Universidad de Granada, Spain;Consejeria de Justicia y Administración Pública, Junta de Andalucíam, Spain;Departamento de Arquitectura y Tecnología de Computadores, Universidad de Granada, Spain;Departamento de Arquitectura y Tecnología de Computadores, Universidad de Granada, Spain;Departamento de Arquitectura y Tecnología de Computadores, Universidad de Granada, Spain;Departamento de Arquitectura y Tecnología de Computadores, Universidad de Granada, Spain;Instituto Tecnológico de Informática, Universidad Politécnica de Valencia, Spain;Instituto Tecnológico de Informática, Universidad Politécnica de Valencia, Spain

  • Venue:
  • EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
  • Year:
  • 2010

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Abstract

This paper describes the design, implementation and results of an evolutionary bot inside the PC game UnrealTM, that is, an autonomous enemy which tries to beat the human player and/or some other bots. The default artificial intelligence (AI) of this bot has been improved using two different evolutionary methods: genetic algorithms (GAs) and genetic programming (GP). The first one has been applied for tuning the parameters of the hard-coded values inside the bot AI code. The second method has been used to change the default set of rules (or states) that defines its behaviour. Both techniques yield very good results, evolving bots which are capable to beat the default ones. The best results are yielded for the GA approach, since it just does a refinement following the default behaviour rules, while the GP method has to redefine the whole set of rules, so it is harder to get good results.