Reactiveness and Navigation in Computer Games: Different Needs, Different Approaches

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Reference

Perez, D., Nicolau, M., Michael O'Neill and Anthony Brabazon (2011) Reactiveness and Navigation in Computer Games: Different Needs, Different Approaches. 2011 IEEE Conference on Computational Intelligence and Games , 31-AUG-11 - 02-SEP-11 , pp.273-280

DOI

http://dx.doi.org/10.1109/CIG.2011.6032017

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 over-fitting issues. The results obtained highlight the need for specific algorithms for the different aspects of controlling a bot in a game environment, while Behaviour Trees provided the perfect representation to combine all those algorithms.

Extended Abstract

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