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To create neuro-controlled game opponent from UCT-created data
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ACM/SIGEVO Summit on Genetic and Evolutionary Computation archive
Proceedings of the first ACM/SIGEVO Summit on Genetic and Evolutionary Computation table of contents
Shanghai, China
POSTER SESSION: Poster sessions table of contents
Pages 1013-1016  
Year of Publication: 2009
ISBN:978-1-60558-326-6
Authors
Fan Xie  Beijing University of Posts and Telecommunications, Beijing, China, 100876, Beijing, China
Suoju He  Beijing University of Posts and Telecommunications, Beijing, China, 100876, beijing, China
Xiao Liu  Beijing University of Posts and Telecommunications, Beijing, China, 100876, beijing, China
Xingguo Li  Beijing University of Posts and Telecommunications, Beijing, China, 100876, beijing, China
Junping Du  Beijing University of Posts and Telecommunications, Beijing, China, 100876, beijing, China
Jiajian Yang  Beijing University of Posts and Telecommunications, Beijing, China, 100876, beijing, China
Yiwen Fu  Beijing University of Posts and Telecommunications, Beijing, China, 100876, beijing, China
Yang Chen  Beijing University of Posts and Telecommunications, Beijing, China, 100876, beijing, China
Junping Wang  Beijing University of Posts and Telecommunications, Beijing, China, 100876, beijing, China
Zhiqing Liu  Beijing University of Posts and Telecommunications, Beijing, China, 100876, beijing, China
Qiliang Zhu  Beijing University of Posts and Telecommunications, Beijing, China, 100876, beijing, China
Sponsors
SIGEVO: ACM Special Interest Group on Genetic and Evolutionary Computation
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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ABSTRACT

Adaptive Game AI improves adaptability of opponent AI as well as the challenge level of the gameplay, as a result the entertainment of game is augmented. Opponent game AI is usually implemented by scripted rules in video games, but the most updated algorithm of UCT (Upper Confidence bound for Trees) which perform well in computer go can also be used to achieve excellent result to control non-player characters (NPCs) in video games. However, due to computational intensiveness of UCT, it is actually not suitable for Online Games. As it is already known that UCT can create near optimal control, so it is possible to create Neuro-Controlled Game Opponent by off-line learning from the UCT created sample data; finally Neuro-Controlled Game Opponent for Online Games from UCT-Created Data without worry about computational intensiveness is generated. And also if the optimization approach of Neuro-Evolution is applied to the above generated Neuro-Controller, the performance of the opponent AI is enhanced even further.


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
Yannakakis, Giorgios N, AI in Computer Games: Generating Interesting Interactive Opponents by the use of Evolutionary Computation. PhD thesis, University of Edinburgh, 2005.
 
2
Georgios N. Yannakakis, John Levine, and John Hallam. An Evolutionary Approach for Interactive Computer Games. In Proceedings of the Congress on Evolutionary Computation (CEC-04), pages 986--993, June 2004.
 
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Peter Bentley Article, LETTING STONES GO UNTURNED, Feb, 2008.
 
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Simon M. Lucas, Computational Intelligence and Games: Challenges and Opportunities, International Journal of Automation and Computing, Pages 45--57, January, 2008.
 
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Multi-armed bandit, Wikipedia, Retrieved from http://en.wikipedia.org/wiki/Multi-armed_bandit (22/08/08).
 
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Levente Kocsis and Csaba Szepesvari. Bandit based Monte Carlo planning. In 15th European Conference on Machine Learning (ECML), pages 282--293, 2006.
 
9
Suoju He, Fan Xie, Yi Wang, Jin Meng, Hongtao Chen, Zhiqing Liu, Qiliang Zhu. Game Player Strategy Pattern Recognition and How UCT Algorithms Apply Pre-Knowledge of Player's Strategy to Improve Opponent AI. In the International Conference on Innovation in Software Engineering (ISE'2008), 2008.
 
10
Suoju He, Fan Xie, Yi Wang, Sai Luo, Yiwen Fu, Jiajian Yang, Zhiqing Liu, Qiliang Zhu. To Create Adaptive Game Opponent by Using UCT. In the International Conference on Intelligent Agents, Web Technologies and Internet Commerce -- IAWTIC'2008, 2008.
 
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Neuroevolution, Wikipedia, Retrieved from http://en.wikipedia.org/wiki/Neuroevolution (22/08/08).

Collaborative Colleagues:
Fan Xie: colleagues
Suoju He: colleagues
Xiao Liu: colleagues
Xingguo Li: colleagues
Junping Du: colleagues
Jiajian Yang: colleagues
Yiwen Fu: colleagues
Yang Chen: colleagues
Junping Wang: colleagues
Zhiqing Liu: colleagues
Qiliang Zhu: colleagues