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 …

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 …

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 …

Playing first-person shooter games with machine learning techniques and methods using the VizDoom Game-AI research platform

A Khan, M Naeem, MZ Asghar, AU Din, A Khan - Entertainment Computing, 2020 - Elsevier
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 …

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 …

[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 …

[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 …

Evaluation of using neural networks on variety of agents and playability of games

K Fathi, M Palhang - 2018 International Conference on Artificial …, 2018 - ieeexplore.ieee.org
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 …

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 …

Modelling a human-like bot in a first person shooter game

AM Mora, F Aisa, P García-Sánchez… - International Journal of …, 2015 - igi-global.com
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 …