2011 IEEE Conference on Computational Intelligence and Games (CIG'11) 2011
DOI: 10.1109/cig.2011.6032017
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Reactiveness and navigation in computer games: Different needs, different approaches

Abstract: o u l , S o u t h K o r e a , A u g u s t 3 1 s t -S e p t e m b e r 3 r d 2 0 1 1 Abstract This paper presents an approach to the Mario AI Benchmark problem, using the A* algorithm for navigation, and an evolutionary process combining routines for the reactiveness of the resulting bot. The Grammatical Evolution system was used to evolve Behaviour Trees, combining both types of routines, while the highly dynamic nature of the environment required specific approaches to deal with overfitting issues. The results… Show more

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Cited by 8 publications
(4 citation statements)
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References 17 publications
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“…It is based on the famous video game Super Mario Bros., using a modified version of it called Infinite Mario Bros.. Its gameplay track combines the idea of path planning and reactiveness to enemy movements. An example of an entry to this competition, by D. Perez and M. Nicolau [31], used A* to solve the navigation task and grammatical evolution to evolve behaviour trees to manage the reaction to dynamic enemies. The winner of the 2009 edition, R. Baumgarten [30], also used A* for his controller, optimising the search in order not to violate the real-time requirements stated in the rules.…”
Section: Real-time Games and Competitionsmentioning
confidence: 99%
“…It is based on the famous video game Super Mario Bros., using a modified version of it called Infinite Mario Bros.. Its gameplay track combines the idea of path planning and reactiveness to enemy movements. An example of an entry to this competition, by D. Perez and M. Nicolau [31], used A* to solve the navigation task and grammatical evolution to evolve behaviour trees to manage the reaction to dynamic enemies. The winner of the 2009 edition, R. Baumgarten [30], also used A* for his controller, optimising the search in order not to violate the real-time requirements stated in the rules.…”
Section: Real-time Games and Competitionsmentioning
confidence: 99%
“…Робота [7] розглядає поєднання еволюційного програмування із моделлю поведінкових дерев. Запропонований підхід реалізується на прикладі гри Mario AI Benchmark.…”
Section: аналіз останніх досліджень та публікаційunclassified
“…Reflecting this is the wide range of application domains to which GE has been applied: highlights include architecture and engineering design [87,399,481,485], fi-nance [75,122,447], music and art [396,397,444,467,573], computer games [506,507,570,571], animation [428,429], ecosystem modelling [448], and autonomous networks [264,265,266]. The grammar contains the rules governing how the development of the phenotype is conducted, and as such can contain domain knowledge biasing the form a phenotypic solution can take.…”
Section: Grammatical Evolutionmentioning
confidence: 99%