Evolving Behaviour Trees for the Commercial Game DEFCON
Evolving Behaviour Trees for the Commercial Game DEFCON
复制标题
DOI:
10.1007/978-3-642-12239-2_11
复制
发表时间:
2010-04
期刊:
影响因子:
--
通讯作者:
Chong-U Lim;Robin Baumgarten;S. Colton
中科院分区:
文献类型:
--
作者:
Chong-U Lim;Robin Baumgarten;S. Colton
Behaviour trees provide the possibility of improving on existing Artificial Intelligence techniques in games by being simple to implement, scalable, able to handle the complexity of games, and modular to improve reusability. This ultimately improves the development process 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 outperform 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 approach to developing AI-bots in games.