Abstract
This paper describes two different decision tree-based approaches to obtain strategies that control the behavior of bots in the context of the Unreal Tournament 2004. The first approach follows the traditional process existing in commercial videogames to program the game artificial intelligence (AI), that is to say, it consists of coding the strategy manually according to the AI programmer’s experience with the aim of increasing player satisfaction. The second approach is based on evolutionary programming techniques and has the objective of automatically generating the game AI. An experimental analysis is conducted in order to evaluate the quality of our proposals. This analysis is executed on the basis of two fitness functions that were defined intuitively to provide entertainment to the player. Finally a comparison between the two approaches is done following the subjective evaluation principles imposed by the “2k bot prize” competition.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Johnson, D., Wiles, J.: Computer games with intelligence. In: FUZZ-IEEE, pp. 1355–1358 (2001)
Millington, I.: Artificial Intelligence for Games. In: Interactive 3D Technology. Morgan Kaufmann, San Francisco (2006)
Buckland, M.: AI Techniques for Game Programming. Premier Press (2002)
Bourg, D., Seemann, G.: AI for Game Developers. O’Reilly, Sebastopol (2004)
Miikkulainen, R., Bryant, B.D., Cornelius, R., Karpov, I.V., Stanley, K.O., Yong, C.H.: Computational intelligence in games. In: Computational Intelligence: Principles and Practice, pp. 155–191. IEEE Computational Intelligence Society, Piscataway (2006)
Turing, A.: Computing machinery and intelligence. Mind 59, 433–460 (1950)
Koza, J.: Genetic Programming: On the Programming of Computers by Means of Natural Selection. MIT Press, Cambridge (1992)
Sweetser, P.: How to build evolutionary algorithms for games. In: AI Game Programming Wisdom 2, pp. 627–638. Charles River Media, Inc. (2003)
Kim, K.J., Cho, S.-B.: Evolutionary algorithms for board game players with domain knowledge. In: Baba, N., Jain, L.C., Handa, H. (eds.) Advanced Intelligent Paradigms in Computer Games, pp. 71–89. Springer, Heidelberg (2007)
Fogel, D.B.: Evolving a checkers player without relying on human experience. Intelligence 11(2), 20–27 (2000)
Chellapilla, K., Fogel, D.B.: Evolving an expert checkers playing program without using human expertise. IEEE Trans. Evolut. Comput. 5(4), 422–428 (2001)
Wittkamp, M., Barone, L.: Evolving adaptive play for the game of spoof using genetic programming. In: Louis, S.J., Kendall, G. (eds.) IEEE Symposium on Computational Intelligence and Games (CIG 2006), University of Nevada, Reno, campus in Reno/Lake Tahoe, pp. 164–172. IEEE, Los Alamitos (2006)
Pollack, J.B., Blair, A.D.: Co-evolution in the successful learning of backgammon strategy. Machine Learning 32(3), 225–240 (1998)
Ong, C., Quek, H., Tan, K., Tay, A.: Discovering chinese chess strategies through coevolutionary approaches. In: IEEE Symposium on Computational Intelligence and Games (CIG 2007), pp. 360–367. IEEE, Los Alamitos (2007)
Fernández, A.J., Jiménez, J.G.: Action games: Evolutive experiences. In: Reusch, B. (ed.) Computational Intelligence, Theory and Applications, International Conference 8th Fuzzy Days. AISC, vol. 33, pp. 487–501. Springer, Heidelberg (2004)
Spronck, P., Sprinkhuizen-Kuyper, I., Postma, E.: Improving opponent intelligence through offline evolutionary learning. International Journal of Intelligent Games & Simulation 2(1), 20–27 (2003)
Mora, A.M., Montoya, R., Guervós, J.J.M., Sánchez, P.G., Castillo, P.Á., Laredo, J.L.J., García, A.I.M., Espacia, A.: Evolving bot AI in unrealtm. In: Di Chio, C., Cagnoni, S., Cotta, C., Ebner, M., Ekárt, A., Esparcia-Alcazar, A.I., Goh, C.-K., Merelo, J.J., Neri, F., Preuß, M., Togelius, J., Yannakakis, G.N. (eds.) EvoApplicatons 2010. LNCS, vol. 6024, pp. 171–180. Springer, Heidelberg (2010)
Esparcia-Alcázar, A.I., García, A.I.M., Mora, A., Guervós, J.J.M., García-Sánchez, P.: Controlling bots in a first person shooter game using genetic algorithms. In: CEC 2010, Barcelona, Spain, pp. 1–8. IEEE, Los Alamitos (2010)
Andrade, G., Ramalho, G., Gomes, A., Corruble, V.: Dynamic game balancing: an evaluation of user satisfaction. In: AIIDE Artificial Intelligence and Interactive Digital Entertainment, pp. 3–8. AAI Press (2006)
Yannakakis, G.N.: How to model and augment player satisfaction: A review. In: 1st Workshop on Child, Computer and Interaction, Crete. ACM Press, New York (2008) (Invited paper)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2011 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Fernández Leiva, A.J., O’Valle Barragán, J.L. (2011). Decision Tree-Based Algorithms for Implementing Bot AI in UT2004. In: Ferrández, J.M., Álvarez Sánchez, J.R., de la Paz, F., Toledo, F.J. (eds) Foundations on Natural and Artificial Computation. IWINAC 2011. Lecture Notes in Computer Science, vol 6686. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-21344-1_40
Download citation
DOI: https://doi.org/10.1007/978-3-642-21344-1_40
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-21343-4
Online ISBN: 978-3-642-21344-1
eBook Packages: Computer ScienceComputer Science (R0)