Effects of Communication on the Evolution of Squad Behaviours
Created by W.Langdon from
gp-bibliography.bib Revision:1.8051
- @InProceedings{Doherty2008a,
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author = "Darren Doherty and Colm O'Riordan",
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title = "Effects of Communication on the Evolution of Squad
Behaviours",
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booktitle = "Fourth Artificial Intelligence and Interactive Digital
Entertainment Conference",
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year = "2008",
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editor = "Michael Mateas and Chris Darken",
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volume = "4",
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number = "1",
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pages = "30--35",
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address = "Stanford University in Palo Alto, California, USA",
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month = "22-24 " # oct,
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publisher = "AAAI",
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keywords = "genetic algorithms, genetic programming, computer
games, AI, artificial intelligence, cooperative agents,
tactical team behaviour",
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isbn13 = "978-1-57735-391-1",
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ISSN = "2326-909X",
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URL = "https://ojs.aaai.org/index.php/AIIDE/article/view/18668",
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URL = "https://ojs.aaai.org/index.php/AIIDE/article/view/18668/18446",
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size = "6 pages",
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abstract = "As the non-playable characters (NPCs) of squad-based
shooter computer games share a common goal, they should
work together in teams and display cooperative
behaviours that are tactically sound. Our research
examines genetic programming (GP) as a technique to
automatically develop effective team behaviours for
shooter games. GP has been used to evolve teams capable
of defeating a single powerful enemy agent in a number
of environments without the use of any explicit team
communication. The aim of this paper is to explore the
effects of communication on the evolution of effective
squad behaviours. Thus, NPCs are given the ability to
communicate their perceived information during
evolution. The results show that communication between
team members enables an improvement in average team
effectiveness.",
- }
Genetic Programming entries for
Darren Doherty
Colm O'Riordan
Citations