Off-line evolution of behaviour for autonomous agents in real-time computer games
Authors: Anderson, E.F.
Journal: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume: 2439
Pages: 689-699
eISSN: 1611-3349
ISSN: 0302-9743
DOI: 10.1007/3-540-45712-7_66
Abstract:This paper describes and analyses a series of experiments intended to evolve a player for a variation of the classic arcade game Asteroids™ 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 realtime 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.
Source: Scopus
Off-Line Evolution of Behaviour for Autonomous Agents in Real-Time Computer Games
Authors: Anderson, E.F.
Conference: PPSN VII: 7th International Conference on Parallel Problem Solving from Nature
Dates: 7-11 September 2002
Journal: Lecture Notes in Computer Science
Volume: 2439
Pages: 689-699
Publisher: Springer Verlag
Place of Publication: Berlin
ISBN: 978-3540441397
DOI: 10.1007/3-540-45712-7_66
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.
http://www.springerlink.com/content/0rd6fc173y4y7bqh/
Source: Manual
Preferred by: Eike Anderson
Off-Line Evolution of Behaviour for Autonomous Agents in Real-Time Computer Games.
Authors: Anderson, E.F.
Editors: Guervós, J.J.M., Adamidis, P., Beyer, H.-G., Martín, J.L.F.-V. and Schwefel, H.-P.
Journal: PPSN
Volume: 2439
Pages: 689-699
Publisher: Springer
https://doi.org/10.1007/3-540-45712-7
Source: DBLP