235 research outputs found

    Personas versus clones for player decision modelling

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    The current paper investigates how to model human play styles. Building on decision and persona theory we evolve game playing agents representing human decision making styles. Two methods are developed, applied, and compared: procedural personas, based on utilities designed with expert knowledge, and clones, trained to reproduce play traces. Additionally, two metrics for comparing agent and human decision making styles are proposed and compared. Results indicate that personas evolved from designer intuitions can capture human decision making styles equally well as clones evolved from human play traces.peer-reviewe

    Towards automatic personalised content creation for racing games

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    Evolutionary algorithms are commonly used to create high-performing strategies or agents for computer games. In this paper, we instead choose to evolve the racing tracks in a car racing game. An evolvable track representation is devised, and a multiobjective evolutionary algorithm maximises the entertainment value of the track relative to a particular human player. This requires a way to create accurate models of players' driving styles, as well as a tentative definition of when a racing track is fun, both of which are provided. We believe this approach opens up interesting new research questions and is potentially applicable to commercial racing games

    Neuroevolution in Games: State of the Art and Open Challenges

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    This paper surveys research on applying neuroevolution (NE) to games. In neuroevolution, artificial neural networks are trained through evolutionary algorithms, taking inspiration from the way biological brains evolved. We analyse the application of NE in games along five different axes, which are the role NE is chosen to play in a game, the different types of neural networks used, the way these networks are evolved, how the fitness is determined and what type of input the network receives. The article also highlights important open research challenges in the field.Comment: - Added more references - Corrected typos - Added an overview table (Table 1

    The Efficacy of Choosing Strategy with General Regression Neural Network on Evolutionary Markov Games

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    Nowadays, Evolutionary Game Theory which studies the learning model of players,has attracted more attention than before. These Games can simulate the real situationand dynamic during processing time. This paper creates the Evolutionary MarkovGames, which maps players’ strategy-choosing to a Markov Decision Processes(MDPs) with payoffs. Boltzmann distribution is used for transition probability andthe General Regression Neural Network (GRNN) simulating the strategy-choosing inEvolutionary Markov Games. Prisoner’s dilemma is a problem that uses the methodand output results showing the overlapping the human strategy-choosing line andGRNN strategy-choosing line after 48 iterations, and they choose the same strate-gies. Also, the error rate of the GRNN training by Tit for Tat (TFT) strategy is lowerthan similar work and shows a better re

    Clustering-Based Online Player Modeling

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    Being able to imitate individual players in a game can benefit game development by providing a means to create a variety of autonomous agents and aid understanding of which aspects of game states influence game-play. This paper presents a clustering and locally weighted regression method for modeling and imitating individual players. The algorithm first learns a generic player cluster model that is updated online to capture an individual’s game-play tendencies. The models can then be used to play the game or for analysis to identify how different players react to separate aspects of game states. The method is demonstrated on a tablet-based trajectory generation game called Space Navigator

    Game AI revisited

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    More than a decade after the early research efforts on the use of artificial intelligence (AI) in computer games and the establishment of a new AI domain the term “game AI” needs to be redefined. Traditionally, the tasks associated with game AI revolved around non player character (NPC) behavior at different levels of control, varying from navigation and pathfinding to decision making. Commercial-standard games developed over the last 15 years and current game productions, however, suggest that the traditional challenges of game AI have been well addressed via the use of sophisticated AI approaches, not necessarily following or inspired by advances in academic practices. The marginal penetration of traditional academic game AI methods in industrial productions has been mainly due to the lack of constructive communication between academia and industry in the early days of academic game AI, and the inability of academic game AI to propose methods that would significantly advance existing development processes or provide scalable solutions to real world problems. Recently, however, there has been a shift of research focus as the current plethora of AI uses in games is breaking the non-player character AI tradition. A number of those alternative AI uses have already shown a significant potential for the design of better games. This paper presents four key game AI research areas that are currently reshaping the research roadmap in the game AI field and evidently put the game AI term under a new perspective. These game AI flagship research areas include the computational modeling of player experience, the procedural generation of content, the mining of player data on massive-scale and the alternative AI research foci for enhancing NPC capabilities.peer-reviewe

    Evolutionary Computation

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    This book presents several recent advances on Evolutionary Computation, specially evolution-based optimization methods and hybrid algorithms for several applications, from optimization and learning to pattern recognition and bioinformatics. This book also presents new algorithms based on several analogies and metafores, where one of them is based on philosophy, specifically on the philosophy of praxis and dialectics. In this book it is also presented interesting applications on bioinformatics, specially the use of particle swarms to discover gene expression patterns in DNA microarrays. Therefore, this book features representative work on the field of evolutionary computation and applied sciences. The intended audience is graduate, undergraduate, researchers, and anyone who wishes to become familiar with the latest research work on this field
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