Nicolau, M and Perez, D and O'Neill, M and Brabazon, A (2016) 'Evolutionary Behavior Tree Approaches for Navigating Platform Games.' IEEE Transactions on Computational Intelligence and AI in Games, 9 (3). pp. 227-238. ISSN 1943-068X
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Abstract
Computer games are highly dynamic environments, where players are faced with a multitude of potentially unseen scenarios. In this article, AI controllers are applied to the Mario AI Benchmark platform, by using the Grammatical Evolution system to evolve Behavior Tree structures. These controllers are either evolved to both deal with navigation and reactiveness to elements of the game, or used in conjunction with a dynamic A* approach. The results obtained highlight the applicability of Behavior Trees as representations for evolutionary computation, and their flexibility for incorporation of diverse algorithms to deal with specific aspects of bot control in game environments.
Item Type: | Article |
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Uncontrolled Keywords: | Autonomous Agents; Platform Games; Videogames; Benchmarking; Grammatical Evolution; Behavior Trees |
Subjects: | Q Science > QA Mathematics > QA75 Electronic computers. Computer science |
Divisions: | Faculty of Science and Health Faculty of Science and Health > Computer Science and Electronic Engineering, School of |
SWORD Depositor: | Elements |
Depositing User: | Elements |
Date Deposited: | 22 Feb 2017 15:38 |
Last Modified: | 06 Jan 2022 13:39 |
URI: | http://repository.essex.ac.uk/id/eprint/19036 |
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