www.doc.ic.ac.uk/ccg Abstract. Behaviour trees provide the possibility of improving on ex-isting Artificial Intelligence techniques in games by being simple to im-plement, scalable, able to handle the complexity of games, and modular to improve reusability. This ultimately improves the development pro-cess for designing automated game players. We cover here the use of behaviour trees to design and develop an AI-controlled player for the commercial real-time strategy game DEFCON. In particular, we evolved behaviour trees to develop a competitive player which was able to out-perform the game’s original AI-bot more than 50 % of the time. We aim to highlight the potential for evolving behaviour trees as a practical ap-proach to developing AI-bo...
Computer generated forces are simulated entities that are used in simulation based training and deci...
Abstract. The design of the Artificial Intelligence (AI) engine for an autonomous agent (bot) in a g...
The context of the work presented in this article is the assessment and automated evaluation of huma...
Video games are a source of fun and enjoyment for millions of people across the globe. Artificial In...
Video games are a source of fun and enjoyment for millions of people across the globe. Artificial In...
The concept of evolving components of an artificial intelligence (AI) has seen increased interest in...
EvoGAMES 2011 3rd European Event on Bio-inspired Algorithms in Games in EvoApplications 2011, Torino...
In this paper we describe Learning Behavior Trees, an extension of the popular game AI scripting tec...
Behaviour Trees are control structures with many applications in computer science, including robotic...
Behaviour Trees are control structures with many applications in computer science, including robotic...
In this paper we describe Learning Behavior Trees, an extension of the popular game AI scripting tec...
Paper presented at the 2011 IEEE Conference on Computational Intelligence and Games (CIG’11), Seoul,...
Abstract—This paper presents an approach to the Mario AI Benchmark problem, using the A * algorithm ...
Computer generated forces are simulated entities that are used in simulation based training and deci...
Behavior Trees are a method for AI programming that consists of a tree of hierarchical nodes control...
Computer generated forces are simulated entities that are used in simulation based training and deci...
Abstract. The design of the Artificial Intelligence (AI) engine for an autonomous agent (bot) in a g...
The context of the work presented in this article is the assessment and automated evaluation of huma...
Video games are a source of fun and enjoyment for millions of people across the globe. Artificial In...
Video games are a source of fun and enjoyment for millions of people across the globe. Artificial In...
The concept of evolving components of an artificial intelligence (AI) has seen increased interest in...
EvoGAMES 2011 3rd European Event on Bio-inspired Algorithms in Games in EvoApplications 2011, Torino...
In this paper we describe Learning Behavior Trees, an extension of the popular game AI scripting tec...
Behaviour Trees are control structures with many applications in computer science, including robotic...
Behaviour Trees are control structures with many applications in computer science, including robotic...
In this paper we describe Learning Behavior Trees, an extension of the popular game AI scripting tec...
Paper presented at the 2011 IEEE Conference on Computational Intelligence and Games (CIG’11), Seoul,...
Abstract—This paper presents an approach to the Mario AI Benchmark problem, using the A * algorithm ...
Computer generated forces are simulated entities that are used in simulation based training and deci...
Behavior Trees are a method for AI programming that consists of a tree of hierarchical nodes control...
Computer generated forces are simulated entities that are used in simulation based training and deci...
Abstract. The design of the Artificial Intelligence (AI) engine for an autonomous agent (bot) in a g...
The context of the work presented in this article is the assessment and automated evaluation of huma...