1,277 research outputs found

    Optimising Humanness: Designing the best human-like Bot for Unreal Tournament 2004

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    This paper presents multiple hybridizations of the two best bots on the BotPrize 2014 competition, which sought for the best humanlike bot playing the First Person Shooter game Unreal Tournament 2004. To this aim the participants were evaluated using a Turing test in the game. The work considers MirrorBot (the winner) and NizorBot (the second) codes and combines them in two different approaches, aiming to obtain a bot able to show the best behaviour overall. There is also an evolutionary version on MirrorBot, which has been optimized by means of a Genetic Algorithm. The new and the original bots have been tested in a new, open, and public Turing test whose results show that the evolutionary version of MirrorBot apparently improves the original bot, and also that one of the novel approaches gets a good humanness level.Universidad de MĂĄlaga. Campus de Excelencia Internacional AndalucĂ­a Tech

    'Ephemerality’ in game development: opportunitiees and challenges

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    Ephemeral Computation (Eph-C) is a newly created computation paradigm, the purpose of which is to take advantage of the ephemeral nature (limited lifetime) of computational resources. First we speak of this new paradigm in general terms, then more specifically in terms of videogame development. We present possible applications and benefits for the main research fields associated with videogame development. This is a preliminary work which aims to investigate the possibilities of applying ephemeral computation to the products of the videogame industry. Therefore, as a preliminary work, it attempts to serve as the inspiration for other researchers or videogame developers.Universidad de MĂĄlaga. Campus de Excelencia Internacional AndalucĂ­a Tech

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    Integration of psychological models in the design of artificial creatures

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    Artificial creatures form an increasingly important component of interactive computer games. Examples of such creatures exist which can interact with each other and the game player and learn from their experiences. However, we argue, the design of the underlying architecture and algorithms has to a large extent overlooked knowledge from psychology and cognitive sciences. We explore the integration of observations from studies of motivational systems and emotional behaviour into the design of artificial creatures. An initial implementation of our ideas using the “sim agent” toolkit illustrates that physiological models can be used as the basis for creatures with animal like behaviour attributes. The current aim of this research is to increase the “realism” of artificial creatures in interactive game-play, but it may have wider implications for the development of AI

    Artificial intelligence approaches for the generation and assessment of believable human-like behaviour in virtual characters

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    Having artificial agents to autonomously produce human-like behaviour is one of the most ambitious original goals of Artificial Intelligence (AI) and remains an open problem nowadays. The imitation game originally proposed by Turing constitute a very effective method to prove the indistinguishability of an artificial agent. The behaviour of an agent is said to be indistinguishable from that of a human when observers (the so-called judges in the Turing test) can not tell apart humans and non-human agents. Different environments, testing protocols, scopes and problem domains can be established to develop limited versions or variants of the original Turing test. In this paper we use a specific version of the Turing test, based on the international BotPrize competition, built in a First-Person Shooter video game, where both human players and non-player characters interact in complex virtual environments. Based on our past experience both in the BotPrize competition and other robotics and computer game AI applications we have developed three new more advanced controllers for believable agents: two based on a combination of the CERA-CRANIUM and SOAR cognitive architectures and other based on ADANN, a system for the automatic evolution and adaptation of artificial neural networks. These two new agents have been put to the test jointly with CCBot3, the winner of BotPrize 2010 competition [1], and have showed a significant improvement in the humanness ratio. Additionally, we have confronted all these bots to both First-person believability assessment (BotPrize original judging protocol) and Third-person believability assess- ment, demonstrating that the active involvement of the judge has a great impact in the recognition of human-like behaviour.MICINN -Ministerio de Ciencia e InnovaciĂłn(FCT-13-7848

    Improving Computer Game Bots\u27 behavior using Q-Learning

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    In modern computer video games, the quality of artificial characters plays a prominent role in the success of the game in the market. The aim of intelligent techniques, termed game AI, used in these games is to provide an interesting and challenging game play to a game player. Being highly sophisticated, these games present game developers with similar kind of requirements and challenges as faced by academic AI community. The game companies claim to use sophisticated game AI to model artificial characters such as computer game bots, intelligent realistic AI agents. However, these bots work via simple routines pre-programmed to suit the game map, game rules, game type, and other parameters unique to each game. Mostly, illusive intelligent behaviors are programmed using simple conditional statements and are hard-coded in the bots\u27 logic. Moreover, a game programmer has to spend considerable time configuring crisp inputs for these conditional statements. Therefore, we realize a need for machine learning techniques to dynamically improve bots\u27 behavior and save precious computer programmers\u27 man-hours. So, we selected Q-learning, a reinforcement learning technique, to evolve dynamic intelligent bots, as it is a simple, efficient, and online learning algorithm. Machine learning techniques such as reinforcement learning are know to be intractable if they use a detailed model of the world, and also requires tuning of various parameters to give satisfactory performance. Therefore, for this research we opt to examine Q-learning for evolving a few basic behaviors viz. learning to fight, and planting the bomb for computer game bots. Furthermore, we experimented on how bots would use knowledge learned from abstract models to evolve its behavior in more detailed model of the world. Bots evolved using these techniques would become more pragmatic, believable and capable of showing human-like behavior. This will provide more realistic feel to the game and provide game programmers with an efficient learning technique for programming these bots

    The Challenge of Believability in Video Games: Definitions, Agents Models and Imitation Learning

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    In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, ``giving the feeling of being controlled by a player'', and outline the problem of its evaluation. We present several models for agents in games which can produce believable behaviours, both from industry and research. For high level of believability, learning and especially imitation learning seems to be the way to go. We make a quick overview of different approaches to make video games' agents learn from players. To conclude we propose a two-step method to develop new models for believable agents. First we must find the criteria for believability for our application and define an evaluation method. Then the model and the learning algorithm can be designed
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