DocumentCode :
585630
Title :
Navigation and obstacle avoidance in an unstructured environment Videogame through recurrent neural networks continuous time (CTRNN)
Author :
Ruiz, S.M. ; Castillo, L.F. ; Glez Bedia, M. ; Isaza, G.A.
Author_Institution :
Univ. de Zaragoza, Zaragoza, Spain
fYear :
2012
fDate :
1-5 Oct. 2012
Firstpage :
1
Lastpage :
6
Abstract :
Evolutionary robotics (ER) is a methodology that uses evolutionary computation to develop controllers for autonomous robots. One of the most important ER techniques is based on using Continuous-Time Recurrent Neural Network (CTRNNs) for designing virtual agents and videogames avatars. In this paper, this methodology is used in a videogames field. Specifically, we design virtual bots with CTRNNs as the controllers of the nonplayer characters in the framework of the game Unreal Tournament 2004. We will show some experiments that measures how good is a CTRNN when the bot has to solve problems of roving and localizing obstacles along its path. As we will show, the system will present the ability of obstacle avoidance in unstructured environments UT2004.
Keywords :
avatars; collision avoidance; computer games; evolutionary computation; multi-agent systems; recurrent neural nets; robots; CTRNN; ER; autonomous robots; evolutionary computation; evolutionary robotics; nonplayer characters; obstacle avoidance; recurrent neural networks continuous time; unreal tournament 2004; unstructured environment; videogames avatars; videogames field; virtual agents; Adaptation models; Collision avoidance; Erbium; Recurrent neural networks; Robot sensing systems; Silicon; CTRNNs; Neural networks; bots; videogames;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computing Congress (CCC), 2012 7th Colombian
Conference_Location :
Medellin
Print_ISBN :
978-1-4673-1475-6
Type :
conf
DOI :
10.1109/ColombianCC.2012.6398004
Filename :
6398004
Link To Document :
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