Towards Real-Time Behavioral Evolution in Video Games
Research output: Chapter in Book/Report/Conference proceeding › Chapter
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Artificial Life and Intelligent Agents. 2015. ed. Springer, 2015. p. 3-16.
Research output: Chapter in Book/Report/Conference proceeding › Chapter
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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 -