Off-Line Evolution of Behaviour for Autonomous Agents in Real-Time Computer Games.

Anderson, E. F., 2002. Off-Line Evolution of Behaviour for Autonomous Agents in Real-Time Computer Games. In: Parallel Problem Solving from Nature - PPSN VII: 7th International Conference, Granada, Spain, September 7-11, 2002. Proceedings. Berlin: Springer Verlag, pp. 689-699.

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Official URL: http://www.springerlink.com/content/0rd6fc173y4y7b...

Abstract

This paper describes and analyses a series of experiments intended to evolve a player for a variation of the classic arcade game AsteroidsTM using steady state genetic programming. The player's behaviour is defined using a LISP like scripting language. While the game interprets scripts in real-time, such scripts are evolved off-line by a second program which simulates the real-time application. This method is used, as on-line evolution of the players would be too time consuming. A successful player needs to satisfy multiple conflicting objectives. This problem is addressed by the use of an automatically defined function (ADF) for each of these objectives in combination with task specific fitness functions. The overall fitness of evolved scripts is evaluated by a conventional fitness function. In addition to that, each of the ADFs is evaluated with a separate fitness function, tailored specifically to the objective that needs to be satisfied by that ADF.

Item Type:Book Section
ISBN:978-3540441397
Series Name:Lecture Notes in Computer Science
Volume:2439
Number:2439
ISSN:0302-9743
Series Name:Lecture Notes in Computer Science
Subjects:Arts > Graphic Arts
Generalities > Computer Science and Informatics
Group:Media School > National Centre for Computer Animation
ID Code:3632
Deposited By:INVALID USER
Deposited On:03 Jun 2007
Last Modified:07 Mar 2013 14:40
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