Controlling bots in UT2004 using genetic algorithms (WCCI 2010)
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CONTROLLING BOTS IN A FIRST-PERSON SHOOTER GAME USING GENETIC ALGORITHMS
Anna I Esparcia-Alcázar1, Anaís Martínez-García1, Antonio M. Mora2, J.J. Merelo2, Pablo García-Sánchez2
1Instituto Tecnológico de Informática - Universidad Politécnica de Valencia, Spain2Dept. of Architecture and Computer Technology - University of Granada, Spain
THE ENGINE
Unreal Tournament 2004
• A First-Person Shooter (FPS) game
• Bots controlled by very advanced AI
• Use of open language and environment
• Several kinds of games → we focus on DeathMatch
AI IN UT2004
Each bot is controlled by a Fuzzy Finite State Machine (FFSM), for which
• Transitions depend on:
• Bot personality, e.g. aggressiveness.
• Environment situation, such as distance to enemy.
• Bot condition, for example, health
• States represent situations and objectives. For instance, Attacking or Hunting
EVOLVING BOTS
We use a GA to evolve the values that influence transitions in the FFSM
A chromosome consists of 56 genes.
For evaluation, the bot controlled by each chromosome is given 7 lives.
We test four fitness functions:
RESULTS & CONCLUSIONS
• Great differences between evolution stage and at play time.
• Incorporating the lifespan into the fitness provides better results.
• Aiming for only one objective does not produce interesting behaviours.
• MultiBots develop a picking behaviour, which they are not aimed for.
NoHNESProject(ref. TIN2007-68083-C02)
Partially funded by:
OBJECTIVE To evolve interesting bot behaviours using simple fitness functions
KillerBot maximise kills
PickerBotmaximise items collected
MultiBotcombination of kills
and lifespan (*)
(*) using NSGAII
SurvivorBot maximise lifespan
FUTURE WORK
• Develop teams of bots, with cooperating behaviours.
• Imitate humans!