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Link to original content: https://doi.org/10.1007/978-3-642-12239-2_11
Evolving Behaviour Trees for the Commercial Game DEFCON | SpringerLink
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Evolving Behaviour Trees for the Commercial Game DEFCON

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Applications of Evolutionary Computation (EvoApplications 2010)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 6024))

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Abstract

Behaviour trees provide the possibility of improving on existing Artificial Intelligence techniques in games by being simple to implement, scalable, able to handle the complexity of games, and modular to improve reusability. This ultimately improves the development process for designing automated game players. We cover here the use of behaviour trees to design and develop an AI-controlled player for the commercial real-time strategy game DEFCON. In particular, we evolved behaviour trees to develop a competitive player which was able to outperform the game’s original AI-bot more than 50% of the time. We aim to highlight the potential for evolving behaviour trees as a practical approach to developing AI-bots in games.

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© 2010 Springer-Verlag Berlin Heidelberg

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Lim, CU., Baumgarten, R., Colton, S. (2010). Evolving Behaviour Trees for the Commercial Game DEFCON. In: Di Chio, C., et al. Applications of Evolutionary Computation. EvoApplications 2010. Lecture Notes in Computer Science, vol 6024. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-12239-2_11

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  • DOI: https://doi.org/10.1007/978-3-642-12239-2_11

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-12238-5

  • Online ISBN: 978-3-642-12239-2

  • eBook Packages: Computer ScienceComputer Science (R0)

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