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Evolving believable behaviours for first person shooter games

Research output: Chapter in Book or Conference Publication/ProceedingConference Publicationpeer-review

Abstract

This papers presents research in the use of genetic progaramming techniques to generate believable behaviours for NPCs in first person shooter games. NVe use the Quake II game and engine in this work to illustrate on approach. We report aspects of the NPC behaviours deemed unrealistic by a number of human game players. We abstract these scenarios into an abstract game wherein we evolve fit behaviours for our NPCs. These evolved scripts are then placed back into the original Quake II engine. We report on the evolved strategies in the abstract game and also on feedback from a, survey of game players on their view of these behaviours in the game engine
Original languageEnglish (Ireland)
Title of host publicationGAME-ON 2009: 10TH INTERNATIONAL CONFERENCE ON INTELLIGENT GAMES AND SIMULATION
Publication statusPublished - 1 Aug 2008

Authors (Note for portal: view the doc link for the full list of authors)

  • Authors
  • Saunders, D; O'Riordan, C.

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