Abstract
This paper defends the employment of Evolutive Algorithms (EAs) in action games by showing their virtues for both offline and online opponent controlling. The paper proposes (and also compares) several EAs applied offline in the solving of a classical path finding problem and used to provide intelligence to autonomous agents (e.g., the opponents) in an action computer game. The paper also presents an EA that has been successfully employed in real time (i.e., online) in an action game in which a player controls a military vehicle in a hostile enemy region.
This work has been partially supported by projects TIC2001-2705-C03-02, and TIC2002-04498-C05-02 funded by both the Spanish Ministry of Science and Technology and FEDER.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Similar content being viewed by others
References
M. DeLoura (editor): Game Programming Gems. Editorial Charles River Media, INC., Rockland, Massachussetts (2000)
Lidén, L. In: Artificial Stupidity: The Art of Intentional Mistakes. Charles River Media, INC., Rockland, Massachussetts (2004) 41–48
Johnson, D., Wiles, J.: Computer games with intelligence. Australian Journal of Intelligent Information Processing Systems 7 (2001) 61–68
James, G.: Using genetic algorithms for game AI. GIGnews.com (2004) http://www.gignews.com/gregjames1.htm.
Wong, T., Wong, H.: Genetic algorithms. Internet (1996) http://www.doc.ic.ac.uk/~nd/surprise_96/journal/vol1/tcw2/article1.html.
Buckland, M.: AI Techniques for Game Programming. Premier Press (2002)
Sweetser, P.: AI in games: A review. Available at http://www.itee.uq.edu.au/~penny/publications.htm (2002)
Woodcock, S.: Game AI: The state of the industry. (August, 1999, http://www.gamasutra.com/features/19990820/game_ai.htm)
Rabin, S. In: Promising Game AI Techniques. Charles River Media, INC., Rockland, Massachussetts (2004) 15–28
Buckland, M. In: Building better genetic algorithms. Charles River Media, INC., Rockland, Massachussetts (2004) 649–660
Sweetser, P. In: How to build evolutionary algorithms for games. Charles River Media, INC., Rockland, Massachussetts (2003) 627–638
Spronck, P., Sprinkhuizen-Kuyper, I., Postma, E.: Improving opponent intelligence through offline evolutionary learning. International Journal of Intelligent Games & Simulation 2 (2003) 20–27
Dalgaard, J., Holm, J.: Genetic programming applied to a real time game domain. Master thesis, Aalborg University-Institute of Computer Science, Denmark (2002)
Alife Games: (http://alifegames.sourceforge.net/bSerene/index.html)
Sweetser, P.: (http://www.itee.uq.edu.au/~penny/commercial_AI.htm)
van Waveren, J., Rothkrantz, J.: Artificial player for Quake III arena. International Journal of Intelligent Games & Simulation 1 (2003) 25–32
Demasi, P., de O Cruz, A.: Online coevolution for action games. International Journal of Intelligent Games & Simulation 2 (2003) 80–88
Game, A.C.: (http://tracer.lcc.uma.es/problems/index.html, 2002)
Eiben, A., Schoenauer, M.: Evolutionary computing. Information Processing Letters 82 (2002) 1–6
Cotta, C., Troya, J.: Using a hybrid evolutionary-a* approach for learning reactive behaviours. In et al., S.C., ed.: Evo Workshops. Number 1803 in LNCS, Edinburgh, Scotland, Springer (2000) 347–356
Smed, J., kaukoranta, T., Hakonen, H.: Networking and multiplayer computer games-the story so far. International Journal of Intelligent Games & Simulation 2 (2003) 101–110
Mencher, M.: The future of game development: new skilss and new attitudes. GIGnews.com (2004) http://www.gignews.com/gregjames1.htm.
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2005 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Fernández, A.J., González, J.J. (2005). Action Games: Evolutive Experiences. In: Reusch, B. (eds) Computational Intelligence, Theory and Applications. Advances in Soft Computing, vol 33. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-31182-3_45
Download citation
DOI: https://doi.org/10.1007/3-540-31182-3_45
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-22807-3
Online ISBN: 978-3-540-31182-9
eBook Packages: EngineeringEngineering (R0)