Reactiveness and Navigation in Computer Games: Different Needs, Different Approaches
Created by W.Langdon from
gp-bibliography.bib Revision:1.8051
- @InProceedings{Perez:2011:CIG,
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author = "Diego Perez and Miguel Nicolau and Michael O'Neill and
Anthony Brabazon",
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title = "Reactiveness and Navigation in Computer Games:
Different Needs, Different Approaches",
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booktitle = "Proceedings of the 2011 IEEE Conference on
Computational Intelligence and Games",
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year = "2011",
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address = "Seoul, South Korea",
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pages = "273--280",
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month = "31 " # aug # " - 3 " # sep,
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publisher = "IEEE",
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keywords = "genetic algorithms, genetic programming, behaviour
trees, Mario",
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URL = "http://cilab.sejong.ac.kr/cig2011/proceedings/CIG2011/papers/paper62.pdf",
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size = "8 pages",
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abstract = "This paper presents an approach to the Mario AI
Benchmark problem, using the A* algorithm for
navigation, and an evolutionary process combining
routines for the reactiveness of the resulting bot. The
Grammatical Evolution system was used to evolve
Behaviour Trees, combining both types of routines,
while the highly dynamic nature of the environment
required specific approaches to deal with over-fitting
issues. The results obtained highlight the need for
specific algorithms for the different aspects of
controlling a bot in a game environment, while
Behaviour Trees provided the perfect representation to
combine all those algorithms.",
- }
Genetic Programming entries for
Diego Perez-Liebana
Miguel Nicolau
Michael O'Neill
Anthony Brabazon
Citations