Teaching Bayesian Behaviours to Video Game Characters

Abstract

This article explores an application of Bayesian programming to behaviours for synthetic video games characters. We address the problem of real-time reactive selection of elementary behaviours for an agent playing a first person shooter game. We show how Bayesian programming can lead to condensed and easier formalisation of finite state machine-like behaviour selection, and lend itself to learning by imitation, in a fully transparent way for the player

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