Rogue-like games are a subgenre of computer RPG games, featuring procedurally generated environment and permanent death. Winning them is a challenge for a human player, and more so for artificial intelligence (AI). In this work, we present a framework for implementing artificial players for a rogue-like game Desktop Dungeons. We then investigate options of suitable AI creation, and settle for using a genetic algorithm to fine-tune a greedy strategy. The resulting AI was as succesful as a mediocre human player, winning the game 72% of the time. This framework and results may be used to improve the quality of rogue-like games, procedural content generators, and artificial intelligence in similiar environments. Powered by TCPDF (www.tcpdf.org
Procedural content generation (PCG) is increasingly used to generate many aspects in a variety of ga...
International audienceRecent works have shown that Genetic Programming (GP) can be quite successful ...
Recent research into artificial intelligence (AI) in games has found that AIs have learned to use un...
Part 1: Full papersInternational audienceRogue-likes are difficult computer RPG games set in a proce...
In this thesis we work on the implementation of the card game Fantasy Realms for simultaneous play o...
The subject of the thesis is implementation of the game Settlers of Catan for two to four players. A...
Title: Evolutionary Algorithm-Based Procedural Level Generator for a Rogue-like Game Author: Jan Veg...
[[abstract]]Computer-controlled opponents in a computer game are often controlled by a lot of script...
Artificial intelligence is a largely growing part of our world and is becoming more and more necessa...
The research in this paper will focus on the use of artificial neural networks and genetic algorithm...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
If a computer game company wants to stay competitive they must offer something extra. For many years...
The objective of my Senior Project is to create a simplified version of a board game Abyss designed ...
The aim of this thesis is to explore the possibility of using Genetic Programming to create agents t...
Games are good domains for strategy and decision making problems due to its unpredictability. Real-t...
Procedural content generation (PCG) is increasingly used to generate many aspects in a variety of ga...
International audienceRecent works have shown that Genetic Programming (GP) can be quite successful ...
Recent research into artificial intelligence (AI) in games has found that AIs have learned to use un...
Part 1: Full papersInternational audienceRogue-likes are difficult computer RPG games set in a proce...
In this thesis we work on the implementation of the card game Fantasy Realms for simultaneous play o...
The subject of the thesis is implementation of the game Settlers of Catan for two to four players. A...
Title: Evolutionary Algorithm-Based Procedural Level Generator for a Rogue-like Game Author: Jan Veg...
[[abstract]]Computer-controlled opponents in a computer game are often controlled by a lot of script...
Artificial intelligence is a largely growing part of our world and is becoming more and more necessa...
The research in this paper will focus on the use of artificial neural networks and genetic algorithm...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
If a computer game company wants to stay competitive they must offer something extra. For many years...
The objective of my Senior Project is to create a simplified version of a board game Abyss designed ...
The aim of this thesis is to explore the possibility of using Genetic Programming to create agents t...
Games are good domains for strategy and decision making problems due to its unpredictability. Real-t...
Procedural content generation (PCG) is increasingly used to generate many aspects in a variety of ga...
International audienceRecent works have shown that Genetic Programming (GP) can be quite successful ...
Recent research into artificial intelligence (AI) in games has found that AIs have learned to use un...