Effects of Shared Perception on the Evolution of Squad Behaviors
Created by W.Langdon from
gp-bibliography.bib Revision:1.8098
- @Article{Doherty:2009:ieeeTCIAIG,
-
author = "Darren Doherty and Colm O'Riordan",
-
title = "Effects of Shared Perception on the Evolution of Squad
Behaviors",
-
journal = "IEEE Transactions on Computational Intelligence and AI
in Games",
-
year = "2009",
-
month = mar,
-
volume = "1",
-
number = "1",
-
pages = "50--62",
-
keywords = "genetic algorithms, genetic programming, artificial
intelligence, interactive digital entertainment,
nonplayable characters, shared perception, squad
behavior evolution, squad-based shooter computer games,
artificial intelligence, computer games",
-
DOI = "doi:10.1109/TCIAIG.2009.2018701",
-
ISSN = "1943-068X",
-
abstract = "As the nonplayable characters (NPCs) of squad-based
shooter computer games share a common goal, they should
work together in teams and display cooperative
behaviors that are tactically sound. Our research
examines genetic programming (GP) as a technique to
automatically develop effective squad behaviors 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. This paper is an extension of our paper
presented at the 2008 Conference on Artificial
Intelligence and Interactive Digital Entertainment
(AIIDE'08). Its aim is to explore the effects of shared
perception on the evolution of effective squad
behaviors. Thus, NPCs are given the ability to
explicitly communicate their perceived information
during evolution. The results show that the explicit
communication of perceived information between team
members enables an improvement in average team
effectiveness.",
-
notes = "Also known as \cite{4804730}",
- }
Genetic Programming entries for
Darren Doherty
Colm O'Riordan
Citations