Abstract
Many commercial computer games allow a team of players to match their skills against another team, controlled by humans or by the computer. Most players prefer human opponents, since the artificial intelligence of a computer-controlled team is in general inferior. An adaptive mechanism for team-oriented artificial intelligence would allow computer-controlled opponents to adapt to human player behaviour, thereby providing a means of dealing with weaknesses in the game AI. Current commercial computer games lack challenging adaptive mechanisms. This paper proposes “TEAM”, a novel team-oriented adaptive mechanism which is inspired by evolutionary algorithms. The performance of TEAM is evaluated in an experiment involving an actual commercial computer game (the Capture The Flag team-based game mode of the popular commercial computer game Quake III). The experimental results indicate that TEAM succeeds in endowing computer-controlled opponents with successful adaptive performance. We therefore conclude that TEAM can be successfully applied to generate challenging adaptive opponent behaviour in team-oriented commercial computer games.
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© 2004 IFIP International Federation for Information Processing
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Bakkes, S., Spronck, P., Postma, E. (2004). TEAM: The Team-Oriented Evolutionary Adaptability Mechanism. In: Rauterberg, M. (eds) Entertainment Computing – ICEC 2004. ICEC 2004. Lecture Notes in Computer Science, vol 3166. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-28643-1_36
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DOI: https://doi.org/10.1007/978-3-540-28643-1_36
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-22947-6
Online ISBN: 978-3-540-28643-1
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