Abstract
The Today’s video games are highly technologically advanced, giving users the ability to step into virtual realities and play games from the viewpoint of highly complex characters. Most of the current efforts in the development of believable bots in videogames — bots that behave like human players — are based on classical AI techniques. Specifically, we design virtual bots using Continuous-Time Recurrent Neural Network (CTRNNs) as the controllers of the non-player characters, and we add a learning module to make an agent be capable of re-learning during its lifetime. Agents controlled by CTRNNs are evolved to search for the base camp and the enemy’s camp and associate them with one of two different altitudes depending on experience.We analyze the best-evolved agent’s behavior and explain how it arises from the dynamics of the coupled agent-environment system. The ultimate goal of the contest would be to develop a computer game bot able to behave the same way humans do.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Beer, R.D.: On the dynamics of small continuous-time recurrent neural networks. Adaptative Behavior 3(4), 459–509 (1995a)
Harvey, I., Di Paolo, E., Wood, R., Quinn, M., Tuci, E.A.: Evolutionary robotics: A new scientific tool for studying cognition. Artificial Life 11(1-2), 79–98 (2005)
Jakobi, N.: Minimal Simulations For Evolutionary Robotics. PhD thesis. COGS, University of Sussex (1998)
Collins, R.J., Jefferson, D.R.: Representations for artificial organisms. In: Meyer, J.-A., Roitblat, H., Wilson, S. (eds.) From Animals to Animats 1: Proceedings of the Second International Conference on the Simulation of Adaptive Behavior, pp. 382–390. MIT Press, Cambridge (1991)
Werner, G.M., Dyer, M.G.: Evolution of communication in artificial organisms. In: Langton, C.G., Taylor, C., Farmer, J.D., Rasmussen, S. (eds.) Artificial Life II, pp. 659–687. Addison-Wesley, Reading (1991)
Beer, R.D., Gallagher, J.: Evolving Dynamical Neural Networks for Adaptive Behavior. Adaptive Behavior 1(1), 91–122 (1992)
Miller, G.F., Cliff, D.: Protean behavior in dynamic games: Arguments for the coevolution of pursuit-evasion tactics. In: Cliff, D., Husbands, P., Meyer, J., Wilson, S. (eds.) From Animals to Animats 3: Proceedings of the Second International Conference on the Simulation of Adaptive Behavior, pp. 411–420. MIT Press, Cambridge (1994)
Funahashi, K., Nakamura, Y.: Approximation of dynamical systems by continuous time recurrent neural networks. Neural Networks 6, 801–806 (1993)
Xu, J.-X., Deng, X., Ji, D.: Study on C. elegans behaviors using recurrent neural network model. In: 2010 IEEE Conference on Cybernetics and Intelligent Systems (CIS), June 28-30, pp. 1–6 (2010), doi:10.1109/ICCIS.2010.5518591
Ruiz, S.M., Bedia, M.G., Castillo, L.F., Isaza, G.A.: Navigation and obstacle avoidance in an unstructured environment Videogame through recurrent neural networks continuous time (CTRNN). In: 2012 7th Colombian Computing Congress (CCC), October 1-5, pp. 1–6 (2012), doi:10.1109/ColombianCC.2012.6398004
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2013 Springer International Publishing Switzerland
About this paper
Cite this paper
Moreno, S., Bedia, M.G., Serón, F.J., Castillo, L.F., Isaza, G. (2013). Associative Learning for Enhancing Autonomous Bots in Videogame Design. In: Omatu, S., Neves, J., Rodriguez, J., Paz Santana, J., Gonzalez, S. (eds) Distributed Computing and Artificial Intelligence. Advances in Intelligent Systems and Computing, vol 217. Springer, Cham. https://doi.org/10.1007/978-3-319-00551-5_44
Download citation
DOI: https://doi.org/10.1007/978-3-319-00551-5_44
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-00550-8
Online ISBN: 978-3-319-00551-5
eBook Packages: EngineeringEngineering (R0)