The Evolution of Groups for Common Pool Resource Sharing Applications of Genetic Programming to Groups for Computer Game Artificial Intelligence

Created by W.Langdon from gp-bibliography.bib Revision:1.3973

@PhdThesis{Cunningham:thesis,
  title =        "The Evolution of Groups for Common Pool Resource
                 Sharing Applications of Genetic Programming to Groups
                 for Computer Game Artificial Intelligence",
  author =       "Alan Cunningham",
  school =       "NUI Galway",
  year =         "2013",
  address =      "Ireland",
  month =        sep,
  keywords =     "genetic algorithms, genetic programming",
  annote =       "The Pennsylvania State University CiteSeerX Archives",
  bibsource =    "OAI-PMH server at citeseerx.ist.psu.edu",
  language =     "en",
  oai =          "oai:CiteSeerX.psu:10.1.1.453.4470",
  rights =       "Metadata may be used without restrictions as long as
                 the oai identifier remains attached to it.",
  URL =          "http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.453.4470",
  URL =          "http://hdl.handle.net/10379/3771",
  URL =          "http://aran.library.nuigalway.ie/xmlui/bitstream/handle/10379/3771/thesis.pdf",
  size =         "251 pages",
  abstract =     "The scope and scale of computer games has increased
                 such that, creating unique hand-made behaviours for
                 each character becomes unfeasible. Throughout a typical
                 computer game there are many AI characters with which
                 the player will meet and interact, but only some of
                 these characters will be central to the main story.
                 There is a tendency to rely on template behaviours
                 which are replicated throughout the game world.

                 This thesis concerns the creation of groups of
                 characters which, through the use simple actions,
                 cooperate and coordinate to survive together. These
                 groups are created automatically using Evolutionary
                 Computation (EC) methods. In order to apply EC
                 algorithms to a domain, the problem being solved will
                 be executed and evaluated a large number of times as
                 solutions are created, altered and refined towards a
                 good solution. As computer games tend to be resource
                 intensive, running thousands of simulations using a
                 game world is not feasible. An abstract representation
                 of a game world is needed.

                 Selecting group based dilemmas from the social science
                 and economic literature provides a suitable abstract
                 representation. A Common Pool Resource (CPR) dilemma is
                 chosen which models a group's use of a shared resource.
                 Previous studies of human behaviours with this game
                 environment allow for the comparison of the
                 automatically generated solutions against expected
                 behaviours and human performance. It is shown that by
                 introducing irrationality into the solution creation,
                 human-like play can be generated automatically.
                 .........",
  notes =        "Supervisor: Colm O'Riordan",
}

Genetic Programming entries for Alan Cunningham

Citations