Thursday, 4 December 2008

Presentation

How can Genetic Algorithms best be used to create non-playable characters which are capable of adapting to better compete against different types of player in a real time game environment and what are the issues associated with their use?

Matthew Lock

Technical Supervisor: Dave Ellison

Create A.I. entities that are capable of adapting
Entities must remain flexible
Entities need to improve while remaining realistic
I.E. should not be “overpowered”
Performance hindrance should be minimal

Entity can learn at runtime
Makes play more player specific
Makes entities more human like

Multiplayer game – Based on Bomberman
Implement Genetic Algorithm for A.I. players
Use kills and survival as measure of success
Compare with a Basic “A.I.”

Fairly advanced entities.

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