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Real-time imitation-based adaptation of gaming behaviour in modern computer games
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Genetic And Evolutionary Computation Conference archive
Proceedings of the 10th annual conference on Genetic and evolutionary computation table of contents
Atlanta, GA, USA
POSTER SESSION: Genetics-based machine learning and learning classifier systems posters table of contents
Pages 1431-1432  
Year of Publication: 2008
ISBN:978-1-60558-130-9
Authors
Steffen Priesterjahn  University of Paderborn, Paderborn, Germany
Alexander Weimer  Prosis GmbH, Gaimersheim, Germany
Markus Eberling  University of Paderborn, Paderborn, Germany
Sponsors
ACM: Association for Computing Machinery
SIGEVO: ACM Special Interest Group on Genetic and Evolutionary Computation
Publisher
ACM  New York, NY, USA
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ABSTRACT

In the course of the recent complexification and sophistication of commercial computer games, the creation of competitive artificial players that are able to behave intelligently and successfully in the featured highly dynamic and complex virtual worlds has become a considerable challenge. This paper describes an evolutionary real-time adaptation approach to produce competitive artificial players in an action game. The proposed method is inspired by the idea of social learning or cultural evolution. Thus, the agents try to adapt to the level of their opponents by the exchange of information about advantageous behaviours within the population. In addition, the behaviour of the opponents and other players is recorded and used to create more sophisticated and human-like agents.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
S. J. Blackmore. The Meme Machine. Oxford University Press, 2000.
 
2
K. Chielens and F. Heylighen. Operationalization of Meme Selection Criteria: Methodologies to Empirically Test Memetic Predictions. In Proceedings of the Joint Symposium on Socially Inspired Computing (AISB'05), pages 14--20, 2005.
 
3
R. Conte and M. Paolucci. Intelligent Social Learning. Journal of Artificial Societies and Social Simulation, 4(1):U61--U82, 2001.
 
4
S. Priesterjahn. Online Adaptation and Imitation in Modern Computer Games. PhD thesis, University of Paderborn, 2008.
 
5
S. Priesterjahn, O. Kramer, A. Weimer, and A. Goebels. Evolution of Reactive Rules in Multi-Player Computer Games Based on Imitation. In Proceedings of the International Conference on Natural Computation (ICNC'06), volume 2, pages 744--755. Springer, 2005.
6

Collaborative Colleagues:
Steffen Priesterjahn: colleagues
Alexander Weimer: colleagues
Markus Eberling: colleagues