• DocumentCode
    1873029
  • Title

    Evolutionary neural networks for Non-Player Characters in Quake III

  • Author

    Westra, Joost ; Dignum, Frank

  • Author_Institution
    Inf. & Comput. Sci., Utrecht Univ., Utrecht, Netherlands
  • fYear
    2009
  • fDate
    7-10 Sept. 2009
  • Firstpage
    302
  • Lastpage
    309
  • Abstract
    Designing and implementing the decisions of non-player characters in first person shooter games becomes more difficult as the games get more complex. For every additional feature in a level potentially all decisions have to be revisited and another check made on this new feature. This leads to an explosion of the number of cases that have to be checked, which in its turn leads to situations where combinations of features are overlooked and non-player characters act strange in those particular circumstances. In this paper we show how evolutionary neural networks can be used to avoid these problems and lead to good and robust behavior.
  • Keywords
    games of skill; learning (artificial intelligence); neural nets; Quake III game; evolutionary neural networks; first person shooter games; non-player characters; Artificial intelligence; Automata; Explosions; Genetic algorithms; Humans; Learning systems; Neural networks; Robustness; Supervised learning; Weapons;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence and Games, 2009. CIG 2009. IEEE Symposium on
  • Conference_Location
    Milano
  • Print_ISBN
    978-1-4244-4814-2
  • Electronic_ISBN
    978-1-4244-4815-9
  • Type

    conf

  • DOI
    10.1109/CIG.2009.5286460
  • Filename
    5286460