Evolutionary Behaviour Tree Approaches for Navigating Platform Games
Created by W.Langdon from
gp-bibliography.bib Revision:1.8051
- @Article{Nicolau:2016:TCIAIG,
-
author = "Miguel Nicolau and Diego Perez-Liebana and
Michael O'Neill and Anthony Brabazon",
-
title = "Evolutionary Behaviour Tree Approaches for Navigating
Platform Games",
-
journal = "IEEE Transactions on Computational Intelligence and AI
in Games",
-
year = "2016",
-
volume = "9",
-
number = "3",
-
pages = "227--238",
-
month = sep,
-
keywords = "genetic algorithms, genetic programming, grammatical
evolution",
-
DOI = "doi:10.1109/TCIAIG.2016.2543661",
-
abstract = "Computer games are highly dynamic environments, where
players are faced with a multitude of potentially
unseen scenarios. In this paper, AI controllers are
applied to the Mario AI benchmark platform, by using
the grammatical evolution system to evolve behavior
tree structures. These controllers are either evolved
to both deal with navigation and reactiveness to
elements of the game or used in conjunction with a
dynamic A* approach. The results obtained highlight the
applicability of behavior trees as representations for
evolutionary computation and their flexibility for
incorporation of diverse algorithms to deal with
specific aspects of bot control in game environments.",
-
notes = "Mario AI",
- }
Genetic Programming entries for
Miguel Nicolau
Diego Perez-Liebana
Michael O'Neill
Anthony Brabazon
Citations