Towards Real-Time Behavioral Evolution in Video Games

Research output: Chapter in Book/Report/Conference proceedingChapter

Standard Standard

Towards Real-Time Behavioral Evolution in Video Games. / Headleand, C.; Henshall, G.I.; Ap-Cenydd, L. et al.
Artificial Life and Intelligent Agents. 2015. ed. Springer, 2015. p. 3-16.

Research output: Chapter in Book/Report/Conference proceedingChapter

HarvardHarvard

Headleand, C, Henshall, GI, Ap-Cenydd, L, Headleand, CJ, Henshall, G, Ap Cenydd, L & Teahan, WJ 2015, Towards Real-Time Behavioral Evolution in Video Games. in Artificial Life and Intelligent Agents. 2015 edn, Springer, pp. 3-16. https://doi.org/10.1007/978-3-319-18084-7_1

APA

Headleand, C., Henshall, G. I., Ap-Cenydd, L., Headleand, C. J., Henshall, G., Ap Cenydd, L., & Teahan, W. J. (2015). Towards Real-Time Behavioral Evolution in Video Games. In Artificial Life and Intelligent Agents (2015 ed., pp. 3-16). Springer. https://doi.org/10.1007/978-3-319-18084-7_1

CBE

Headleand C, Henshall GI, Ap-Cenydd L, Headleand CJ, Henshall G, Ap Cenydd L, Teahan WJ. 2015. Towards Real-Time Behavioral Evolution in Video Games. In Artificial Life and Intelligent Agents. 2015 ed. Springer. pp. 3-16. https://doi.org/10.1007/978-3-319-18084-7_1

MLA

Headleand, C. et al. "Towards Real-Time Behavioral Evolution in Video Games". Artificial Life and Intelligent Agents. 2015 udg., Springer. 2015, 3-16. https://doi.org/10.1007/978-3-319-18084-7_1

VancouverVancouver

Headleand C, Henshall GI, Ap-Cenydd L, Headleand CJ, Henshall G, Ap Cenydd L et al. Towards Real-Time Behavioral Evolution in Video Games. In Artificial Life and Intelligent Agents. 2015 ed. Springer. 2015. p. 3-16 doi: 10.1007/978-3-319-18084-7_1

Author

Headleand, C. ; Henshall, G.I. ; Ap-Cenydd, L. et al. / Towards Real-Time Behavioral Evolution in Video Games. Artificial Life and Intelligent Agents. 2015. ed. Springer, 2015. pp. 3-16

RIS

TY - CHAP

T1 - Towards Real-Time Behavioral Evolution in Video Games

AU - Headleand, C.

AU - Henshall, G.I.

AU - Ap-Cenydd, L.

AU - Headleand, C.J.

AU - Henshall, G.

AU - Ap Cenydd, L.

AU - Teahan, W.J.

PY - 2015/6/26

Y1 - 2015/6/26

N2 - 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.

AB - 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.

U2 - 10.1007/978-3-319-18084-7_1

DO - 10.1007/978-3-319-18084-7_1

M3 - Chapter

SN - 978-3319180830

SP - 3

EP - 16

BT - Artificial Life and Intelligent Agents

PB - Springer

ER -