Title :
Bots trained to play like a human are more fun
Author :
Soni, Bhuman ; Hingston, Philip
Abstract :
Computational intelligence methods are well-suited for use in computer controlled opponents for video games. In many other applications of these methods, the aim is to simulate near-optimal intelligent behaviour. But in video games, the aim is to provide interesting opponents for human players, not optimal ones. In this study, we trained neural network-based computer controlled opponents to play like a human in a popular first-person shooter. We then had gamers play-test these opponents as well as a hand-coded opponent, and surveyed them to find out which opponents they enjoyed more. Our results show that the neural network-based opponents were clearly preferred.
Keywords :
computer games; learning (artificial intelligence); neural nets; artificial intelligence; computational intelligence method; computer controlled opponent; first-person shooter; human player; near-optimal intelligent behaviour simulation; trained neural network; video game; Application software; Artificial intelligence; Artificial neural networks; Computational intelligence; Evolutionary computation; Games; Humans; Machine learning; Neural networks; Testing;
Conference_Titel :
Neural Networks, 2008. IJCNN 2008. (IEEE World Congress on Computational Intelligence). IEEE International Joint Conference on
Conference_Location :
Hong Kong
Print_ISBN :
978-1-4244-1820-6
Electronic_ISBN :
1098-7576
DOI :
10.1109/IJCNN.2008.4633818