A Genetic Programming Framework for 2D Platform AI
Created by W.Langdon from
gp-bibliography.bib Revision:1.9240
- @InProceedings{gaudl:2018:platformersai,
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author = "Swen E. Gaudl",
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title = "A Genetic Programming Framework for {2D} Platform
{AI}",
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booktitle = "AISB Symposium on AI \& Games",
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year = "2017",
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editor = "Joanna Bryson and Marina {De Vos} and Julian Padget",
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pages = "341--343",
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publisher_address = "UK",
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month = "21 " # apr,
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organisation = "Society for the Study of Artificial Intelligence and
the Simulation of Behaviour (AISB)",
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keywords = "genetic algorithms, genetic programming, BPGP, Game
AI, Agent Design, Platformer, AISB, JGAP, platformerAI,
symbolic learning, evolved agent, decision tree",
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URL = "
https://arxiv.org/pdf/1803.01648",
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URL = "
https://groups.google.com/g/eucog-general-news/c/YlzEWb90SyY?pli=1",
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URL = "
https://scholar.google.com/citations?view_op=view_citation&citation_for_view=1P32b6gAAAAJ:B3FOqHPlNUQC",
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size = "3 pages",
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abstract = "There currently exists a wide range of techniques to
model and evolve artificial players for games. Existing
techniques range from black box neural networks to
entirely hand-designed solutions. In this paper, we
demonstrate the feasibility of a genetic programming
framework using human controller input to derive
meaningful artificial players which can, later on, be
optimised by hand. The current state of the art in game
character design relies heavily on human designers to
manually create and edit scripts and rules for game
characters. To address this manual editing bottleneck,
current computational intelligence techniques approach
the issue with fully autonomous character generators,
replacing most of the design process using black box
solutions such as neural networks or the like. Our GP
approach to this problem creates character controllers
which can be further authored and developed by a
designer it also offers designers to included their
play style without the need to use a programming
language. This keeps the designer in the loop while
reducing repetitive manual labour. Our system also
provides insights into how players express themselves
in games and into deriving appropriate models for
representing those insights. We present our framework,
supporting findings and open challenges",
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notes = "Oct 2026 cite AISB 2017 paper rather than ArXiv
1803.01648
JGAP Gamalyzer http://www.platformersai.com
Part of AISB 2017 Bath UK
https://cris.brighton.ac.uk/ws/portalfiles/portal/452820/conference-edition-proceedings.pdf",
- }
Genetic Programming entries for
Swen E Gaudl
Citations