Reactiveness and Navigation in Computer Games: Different Needs, Different Approaches

Created by W.Langdon from gp-bibliography.bib Revision:1.4549

  author =       "Diego Perez and Miguel Nicolau and Michael O'Neill and 
                 Anthony Brabazon",
  title =        "Reactiveness and Navigation in Computer Games:
                 Different Needs, Different Approaches",
  booktitle =    "Proceedings of the 2011 IEEE Conference on
                 Computational Intelligence and Games",
  year =         "2011",
  address =      "Seoul, South Korea",
  pages =        "273--280",
  month =        "31 " # aug # " - 3 " # sep,
  publisher =    "IEEE",
  keywords =     "genetic algorithms, genetic programming, behaviour
                 trees, Mario",
  URL =          "",
  size =         "8 pages",
  abstract =     "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.",

Genetic Programming entries for Diego Perez-Liebana Miguel Nicolau Michael O'Neill Anthony Brabazon