in computer games : different
in computer games : different
复制标题
在电脑游戏中:不同
DOI:
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发表时间:
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期刊:
影响因子:
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通讯作者:
A. Brabazon
中科院分区:
文献类型:
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作者:
Diego Perez;Miguel Nicolau;M. O’Neill;A. Brabazon
This paper presents an approach to the Mario AI Benchmark problem, using the A* algorithm for navigation, and an evolutionary process combining routines for the reactiveness of the resulting bot. The Grammatical Evolution system was used to evolve Behaviour Trees, combining both types of routines, while the highly dynamic nature of the environment required specific approaches to deal with over-fitting issues. The results obtained highlight the need for specific algorithms for the different aspects of controlling a bot in a game environment, while Behaviour Trees provided the perfect representation to combine all those algorithms.
DOI:
10.1007/978-3-642-12239-2_11
发表时间:
2010-04
期刊:
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影响因子:
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作者:
Chong-U Lim;Robin Baumgarten;S. Colton
通讯作者:
Chong-U Lim;Robin Baumgarten;S. Colton