Evolving Third-Person Shooter Enemies to Optimize Player Satisfaction in Real-Time
Created by W.Langdon from
gp-bibliography.bib Revision:1.8051
- @InProceedings{Font:evoapps12,
-
author = "Jose M. Font",
-
title = "Evolving Third-Person Shooter Enemies to Optimize
Player Satisfaction in Real-Time",
-
booktitle = "Applications of Evolutionary Computing,
EvoApplications 2012: EvoCOMNET, EvoCOMPLEX, EvoFIN,
EvoGAMES, EvoHOT, EvoIASP, EvoNUM, EvoPAR, EvoRISK,
EvoSTIM, EvoSTOC",
-
year = "2011",
-
month = "11-13 " # apr,
-
editor = "Cecilia {Di Chio} and Alexandros Agapitos and
Stefano Cagnoni and Carlos Cotta and F. {Fernandez de Vega} and
Gianni A. {Di Caro} and Rolf Drechsler and
Aniko Ekart and Anna I Esparcia-Alcazar and Muddassar Farooq and
William B. Langdon and Juan J. Merelo and
Mike Preuss and Hendrik Richter and Sara Silva and
Anabela Simoes and Giovanni Squillero and Ernesto Tarantino and
Andrea G. B. Tettamanzi and Julian Togelius and
Neil Urquhart and A. Sima Uyar and Georgios N. Yannakakis",
-
series = "LNCS",
-
volume = "7248",
-
publisher = "Springer Verlag",
-
address = "Malaga, Spain",
-
publisher_address = "Berlin",
-
pages = "204--213",
-
organisation = "EvoStar",
-
keywords = "genetic algorithms, genetic programming, Evolutionary
computation, fuzzy rule based system, grammar-guided
genetic programming, player satisfaction",
-
isbn13 = "978-3-642-29177-7",
-
DOI = "doi:10.1007/978-3-642-29178-4_21",
-
abstract = "A grammar-guided genetic program is presented to
automatically build and evolve populations of AI
controlled enemies in a 2D third-person shooter called
Genes of War. This evolutionary system constantly
adapts enemy behaviour, encoded by a multi-layered
fuzzy control system, while the game is being played.
Thus the enemy behaviour fits a target challenge level
for the purpose of maximising player satisfaction. Two
different methods to calculate this challenge level are
presented: 'hardwired' that allows the desired
difficulty level to be programed at every stage of the
gameplay, and 'adaptive' that automatically determines
difficulty by analysing several features extracted from
the player's gameplay. Results show that the genetic
program successfully adapts armies of ten enemies to
different kinds of players and difficulty
distributions.",
-
notes = "EvoGames Part of \cite{DiChio:2012:EvoApps}
EvoApplications2012 held in conjunction with
EuroGP2012, EvoCOP2012, EvoBio'2012 and EvoMusArt2012",
- }
Genetic Programming entries for
Jose M Font
Citations