Evolutionary neural networks for non-player characters in Quake III

Joost Westra, Frank Dignum

Research output: Chapter in Book / Report / Conference proceedingConference contributionAcademicpeer-review

Abstract

Designing and implementing the decisions of Non-Player Characters in first person shooter games becomes more difficult as the games get more complex. For every additional feature in a level potentially all decisions have to be revisited and another check made on this new feature. This leads to an explosion of the number of cases that have to be checked, which in its turn leads to situations where combinations of features are overlooked and Non-Player Characters act strange in those particular circumstances. In this paper we show how evolutionary neural networks can be used to avoid these problems and lead to good and robust behavior. ©2009 IEEE.
Original languageEnglish
Title of host publicationCIG2009 - 2009 IEEE Symposium on Computational Intelligence and Games
Pages302-309
DOIs
Publication statusPublished - 2009
Externally publishedYes
EventCIG2009 - 2009 IEEE Symposium on Computational Intelligence and Games - , Italy
Duration: 7 Sept 200910 Sept 2009

Conference

ConferenceCIG2009 - 2009 IEEE Symposium on Computational Intelligence and Games
Country/TerritoryItaly
Period7/09/0910/09/09

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