Evolving reactive NPCs for the real-time simulation game

Jin Hyuk Hong, Sung Bae Cho

Research output: Contribution to conferencePaper

6 Citations (Scopus)

Abstract

AI in computer games has been highlighted in recent, but manual works for designing the AI cost a great deal. An evolutionary algorithm has developed strategies without using features that are based on the developer. Since the real-time reactive selection of behaviors for NPCs is required for better playing, a reactive behavior system consisting neural networks is presented. Using only the raw information on games, the evolutionary algorithm optimizes the reactive behavior system based on a co-evolutionary method. For demonstration of the proposed method, we have developed a real-time simulation game called 'Build & Build'. As the results, we have obtained emergent and interesting behaviors that are adaptive to the environment, and confirmed the applicability of evolutionary approach to designing NPCs' behaviors without relying on human expertise.

Original languageEnglish
Pages86-93
Number of pages8
Publication statusPublished - 2005
Event2005 IEEE Symposium on Computational Intelligence and Games, CIG'05 - Colchester, Essex, United Kingdom
Duration: 2005 Apr 42005 Apr 6

Other

Other2005 IEEE Symposium on Computational Intelligence and Games, CIG'05
CountryUnited Kingdom
CityColchester, Essex
Period05/4/405/4/6

All Science Journal Classification (ASJC) codes

  • Artificial Intelligence
  • Human-Computer Interaction
  • Software

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  • Cite this

    Hong, J. H., & Cho, S. B. (2005). Evolving reactive NPCs for the real-time simulation game. 86-93. Paper presented at 2005 IEEE Symposium on Computational Intelligence and Games, CIG'05, Colchester, Essex, United Kingdom.