Abstract-The UTˆ2 bot, which had a humanness rating of 27.2727% in BotPrize 2010, is based on two core ideas: (1) multiobjective neuroevolution is used to learn skilled combat behavior, but filters on the available combat actions ensure that the behavior is still human-like despite being evolved for performance, and (2) a database of traces of human play is used to help the bot get unstuck when its navigation capabilities fail. Several changes have recently been made to UTˆ2: Extra input features have been provided to the bot to help it evolve better combat behavior, the role of human traces in the navigation of the bot has been expanded, and an extra control module has been added which encourages the bot to observe other players the way a human would, rather than simply battle them. These changes should make UTˆ2 act more human-like in this year's BotPrize competition.
Imitation is a powerful and pervasive primitive underlying examples of intelligent behavior in nature. Can we use it as a tool to help build artificial agents that behave like humans do? This question is studied in the context of the BotPrize competition, a Turing-like test where computer game bots compete by attempting to fool human judges into thinking they are just another human player. One problem faced by such bots is that of human-like navigation within the virtual world. This chapter describes the Human Trace Controller, a component of the UTˆ2 bot which took second place in the BotPrize 2010 competition. The controller uses a database of recorded human games in order to quickly retrieve and play back relevant segments of human navigation behavior. Empirical evidence suggests that the method of direct imitation allows the bot to effectively solve several navigation problems while moving in a human-like fashion.
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