Reinforcement learning in first person shooter games
M McPartland, M Gallagher - IEEE Transactions on …, 2010 - ieeexplore.ieee.org
Reinforcement learning (RL) is a popular machine learning technique that has many
successes in learning how to play classic style games. Applying RL to first person shooter …
successes in learning how to play classic style games. Applying RL to first person shooter …
Hierarchical controller learning in a first-person shooter
N Van Hoorn, J Togelius… - 2009 IEEE symposium …, 2009 - ieeexplore.ieee.org
We describe the architecture of a hierarchical learning-based controller for bots in the First-
Person Shooter (FPS) game Unreal Tournament 2004. The controller is inspired by the …
Person Shooter (FPS) game Unreal Tournament 2004. The controller is inspired by the …
Controller for torcs created by imitation
J Munoz, G Gutierrez, A Sanchis - 2009 IEEE Symposium on …, 2009 - ieeexplore.ieee.org
This paper is an initial approach to create a controller for the game TORCS by learning how
another controller or humans play the game. We used data obtained from two controllers …
another controller or humans play the game. We used data obtained from two controllers …
Playing first-person shooter games with machine learning techniques and methods using the VizDoom Game-AI research platform
Artificial Intelligence in the form of machine learning is employed in games to control non-
human computer-players, agents or bots. However, most of these games such as Atari took …
human computer-players, agents or bots. However, most of these games such as Atari took …
Controlling bots in a first person shooter game using genetic algorithms
AI Esparcia-Alcázar, A Martínez-García… - IEEE Congress on …, 2010 - ieeexplore.ieee.org
In this paper we employ a steady state genetic algorithm to evolve different types of
behaviour for bots in the Unreal Tournament 2004™ computer game. For this purpose we …
behaviour for bots in the Unreal Tournament 2004™ computer game. For this purpose we …
[PDF][PDF] Rogueinabox: an environment for roguelike learning
A Asperti, C De Pieri, G Pedrini - International Journal of Computers, 2017 - iaras.org
In this article we introduce Rogueinabox: a highly modular learning environment built
around the videogame Rogue, the father of the roguelike genre. It offers easy ways to …
around the videogame Rogue, the father of the roguelike genre. It offers easy ways to …
[PDF][PDF] Agent Participation in First Person Shooter Games Using Reinforcement Learning and Behaviour Cloning
J Hagen - 2022 - researchgate.net
In the game industry, developers and their audience often refer to decisionmaking systems
like behaviour trees, finite state machine or utility theory when referring to Game AI. These …
like behaviour trees, finite state machine or utility theory when referring to Game AI. These …
Evaluation of using neural networks on variety of agents and playability of games
Non-player characters which benefit from artificial intelligence play a significant role in video
games. Due to the vast state spaces of some video games these agents must have access to …
games. Due to the vast state spaces of some video games these agents must have access to …
Penerapan Algoritma Collision Detection dan Bayesian untuk Strategi Menyerang Jarak Dekat pada NPC (Non Player Character) Menggunakan Unity 3D
S Asmiatun - Jurnal Transformatika, 2016 - journals.usm.ac.id
The game is a field of science is growing rapidly and very interesting to learn because
review has potential good view of science and commercial aspect. To produce an attractive …
review has potential good view of science and commercial aspect. To produce an attractive …
Modelling a human-like bot in a first person shooter game
Autonomous agents in videogames, usually called bots, have tried to behave as human
players from their emergence more than 20 years ago. They normally try to model a part of a …
players from their emergence more than 20 years ago. They normally try to model a part of a …