Abstract

There currently exists a wide range of techniques to model and evolve artificial players for games. Existing techniques range from black box neural networks to entirely hand-designed solutions. In this paper, we demonstrate the feasibility of a genetic programming framework using human controller input to derive meaningful artificial players which can, later on, be optimised by hand. The current state of the art in game character design relies heavily on human designers to manually create and edit scripts and rules for game characters. To address this manual editing bottleneck, current computational intelligence techniques approach the issue with fully autonomous character generators, replacing most of the design process using black box solutions such as neural networks or the like. Our GP approach to this problem creates character controllers which can be further authored and developed by a designer it also offers designers to included their play style without the need to use a programming language. This keeps the designer in the loop while reducing repetitive manual labour. Our system also provides insights into how players express themselves in games and into deriving appropriate models for representing those insights. We present our framework, supporting findings and open challenges.

Publication Date

2017-01-01

Publication Title

Proceedings of AISB Annual Convention 2017

First Page

341

Last Page

343

Organisational Unit

School of Engineering, Computing and Mathematics

Creative Commons License

Creative Commons Attribution-NonCommercial 4.0 International License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License

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