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Evolutionary Behavior Tree Approaches for Navigating Platform Games

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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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
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

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