Abstract
This paper presents preliminary work in real-time behavioral evolution of non-player characters in video games. We present an approach, utilizing a modified version of the Template Based Evolution algorithm, to evolve NPCs during a first person shooter game. Through the research, we demonstrate how this approach could be a viable method of introducing evolutionary components into industry quality games, to produce procedural, emergent behaviors.
| Original language | English |
|---|---|
| Title of host publication | Artificial Life and Intelligent Agents |
| Publisher | Springer |
| Pages | 3-16 |
| Edition | 2015 |
| ISBN (Print) | 978-3319180830 |
| DOIs | |
| Publication status | Published - 26 Jun 2015 |