Skip to main content

Evolving Bot AI in UnrealTM

  • Conference paper
Book cover Applications of Evolutionary Computation (EvoApplications 2010)

Abstract

This paper describes the design, implementation and results of an evolutionary bot inside the PC game UnrealTM, that is, an autonomous enemy which tries to beat the human player and/or some other bots. The default artificial intelligence (AI) of this bot has been improved using two different evolutionary methods: genetic algorithms (GAs) and genetic programming (GP). The first one has been applied for tuning the parameters of the hard-coded values inside the bot AI code. The second method has been used to change the default set of rules (or states) that defines its behaviour. Both techniques yield very good results, evolving bots which are capable to beat the default ones. The best results are yielded for the GA approach, since it just does a refinement following the default behaviour rules, while the GP method has to redefine the whole set of rules, so it is harder to get good results.

Supported in part by the MICYT projects NoHNES (TIN2007-68083) and TIN2008-06491-C04-01, and the Junta de Andalucía (P06-TIC-02025 and P07-TIC-03044).

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Booth, T.L.: Sequential Machines and Automata Theory, 1st edn. John Wiley and Sons, Inc., New York (1967)

    MATH  Google Scholar 

  2. Cho, B.H., Jung, S.H., Seong, Y.R., Oh, H.R.: Exploiting intelligence in fighting action games using neural networks. IEICE - Trans. Inf. Syst. E89-D(3), 1249–1256 (2006)

    Article  Google Scholar 

  3. Goldberg, D.E.: Genetic Algorithms in search, optimization and machine learning. Addison-Wesley, Reading (1989)

    MATH  Google Scholar 

  4. Koza, J.R.: Genetic Programming: On the programming of computers by means of natural selection. MIT Press, Cambridge (1992)

    MATH  Google Scholar 

  5. Michalewicz, Z.: Genetic Algorithms + Data Structures = Evolution Programs, 3rd edn. Springer, Heidelberg (1996)

    MATH  Google Scholar 

  6. Priesterjahn, S., Kramer, O., Weimer, A., Goebels, A.: Evolution of human-competitive agents in modern computer games. In: IEEE Congress on Computational Intelligence, CEC 2006, pp. 777–784 (2006)

    Google Scholar 

  7. Small, R., Bates-Congdon, C.: Agent Smith: Towards an evolutionary rule-based agent for interactive dynamic games. In: IEEE Congress on Evolutionary Computation, CEC 2009, May 2009, pp. 660–666 (2009)

    Google Scholar 

  8. Soni, B., Hingston, P.: Bots trained to play like a human are more fun. In: IEEE International Joint Conference on Neural Networks, IJCNN 2008, IEEE World Congress on Computational Intelligence, pp. 363–369 (June 2008)

    Google Scholar 

  9. Wikipedia: Unreal — wikipedia, the free encyclopedia (2009), http://en.wikipedia.org/wiki/Unreal

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2010 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Mora, A.M. et al. (2010). Evolving Bot AI in UnrealTM . In: Di Chio, C., et al. Applications of Evolutionary Computation. EvoApplications 2010. Lecture Notes in Computer Science, vol 6024. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-12239-2_18

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-12239-2_18

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-12238-5

  • Online ISBN: 978-3-642-12239-2

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics