Skip to main content

2017 | OriginalPaper | Buchkapitel

Optimising Humanness: Designing the Best Human-Like Bot for Unreal Tournament 2004

verfasst von : Antonio M. Mora, Álvaro Gutiérrez-Rodríguez, Antonio J. Fernández-Leiva

Erschienen in: Advances in Computational Intelligence

Verlag: Springer International Publishing

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

This paper presents multiple hybridizations of the two best bots on the BotPrize 2014 competition, which sought for the best human-like bot playing the First Person Shooter game Unreal Tournament 2004. To this aim the participants were evaluated using a Turing test in the game. The work considers MirrorBot (the winner) and NizorBot (the second) codes and combines them in two different approaches, aiming to obtain a bot able to show the best behaviour overall. There is also an evolutionary version on MirrorBot, which has been optimized by means of a Genetic Algorithm. The new and the original bots have been tested in a new, open, and public Turing test whose results show that the evolutionary version of MirrorBot apparently improves the original bot, and also that one of the novel approaches gets a good humanness level.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literatur
3.
Zurück zum Zitat Polceanu, M.: Mirrorbot: using human-inspired mirroring behavior to pass a turing test. In: 2013 IEEE Conference on Computational Intelligence in Games (CIG), pp. 1–8. IEEE (2013) Polceanu, M.: Mirrorbot: using human-inspired mirroring behavior to pass a turing test. In: 2013 IEEE Conference on Computational Intelligence in Games (CIG), pp. 1–8. IEEE (2013)
4.
Zurück zum Zitat Jiménez, J.L., Mora, A.M., Fernández-Leiva, A.J.: Evolutionary interactive bot for the FPS unreal tournament 2004. In: Camacho, D., Gómez-Martín, M.A., González-Calero, P.A. (eds.) Proceedings 2nd Congreso de la Sociedad Española para las Ciencias del Videojuego, Barcelona, Spain, 24 June 2015. CEUR Workshop Proceedings, vol. 1394, pp. 46–57. CEUR-WS.org (2015) Jiménez, J.L., Mora, A.M., Fernández-Leiva, A.J.: Evolutionary interactive bot for the FPS unreal tournament 2004. In: Camacho, D., Gómez-Martín, M.A., González-Calero, P.A. (eds.) Proceedings 2nd Congreso de la Sociedad Española para las Ciencias del Videojuego, Barcelona, Spain, 24 June 2015. CEUR Workshop Proceedings, vol. 1394, pp. 46–57. CEUR-WS.org (2015)
5.
Zurück zum Zitat Polceanu, M., Mora, A.M., Jiménez, J.L., Buche, C., Leiva, A.J.F.: The believability gene in virtual bots. In: Proceedings of the Twenty-Ninth International Florida Artificial Intelligence Research Society Conference, FLAIRS 2016, Key Largo, Florida, 16–18 May 2016, pp. 346–349. AAAI Press (2016) Polceanu, M., Mora, A.M., Jiménez, J.L., Buche, C., Leiva, A.J.F.: The believability gene in virtual bots. In: Proceedings of the Twenty-Ninth International Florida Artificial Intelligence Research Society Conference, FLAIRS 2016, Key Largo, Florida, 16–18 May 2016, pp. 346–349. AAAI Press (2016)
6.
Zurück zum Zitat Livingstone, D.: Turing’s test and believable AI in games. Comput. Entertainment 4(1), 6 (2006)CrossRef Livingstone, D.: Turing’s test and believable AI in games. Comput. Entertainment 4(1), 6 (2006)CrossRef
7.
Zurück zum Zitat Soni, B., Hingston, P.: Bots trained to play like a human are more fun. In: IEEE International Joint Conference on Neural Networks, IJCNN 2008 (IEEE World Congress on Computational Intelligence), pp. 363–369 (2008) Soni, B., Hingston, P.: Bots trained to play like a human are more fun. In: IEEE International Joint Conference on Neural Networks, IJCNN 2008 (IEEE World Congress on Computational Intelligence), pp. 363–369 (2008)
8.
Zurück zum Zitat Yannakakis, G., Togelius, J.: A panorama of artificial and computational intelligence in games. IEEE Trans. Comput. Intell. AI Games 7(4), 317–335 (2015)CrossRef Yannakakis, G., Togelius, J.: A panorama of artificial and computational intelligence in games. IEEE Trans. Comput. Intell. AI Games 7(4), 317–335 (2015)CrossRef
9.
Zurück zum Zitat Laird, J.E.: It knows what you’re going to do: adding anticipation to a quakebot. In: AAAI 2000 Spring Symposium Series: Artificial Intelligence and Interactive Entertainment SS-00-02 (2000) Laird, J.E.: It knows what you’re going to do: adding anticipation to a quakebot. In: AAAI 2000 Spring Symposium Series: Artificial Intelligence and Interactive Entertainment SS-00-02 (2000)
10.
Zurück zum Zitat Choi, D., Könik, T., Nejati, N., Park, C., Langley, P.: A believable agent for first-person shooter games. In: Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, Stanford, California, 6–8 June 2007, pp. 71–73. The AAAI Press, USA (2007) Choi, D., Könik, T., Nejati, N., Park, C., Langley, P.: A believable agent for first-person shooter games. In: Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, Stanford, California, 6–8 June 2007, pp. 71–73. The AAAI Press, USA (2007)
11.
Zurück zum Zitat Priesterjahn, S., Kramer, O., Weimer, A., Goebels, A.: Evolution of human-competitive agents in modern computer games. In: IEEE World Congress on Computational Intelligence 2006 (WCCI 2006), pp. 777–784 (2006) Priesterjahn, S., Kramer, O., Weimer, A., Goebels, A.: Evolution of human-competitive agents in modern computer games. In: IEEE World Congress on Computational Intelligence 2006 (WCCI 2006), pp. 777–784 (2006)
12.
Zurück zum Zitat Small, R., Bates-Congdon, C.: Agent Smith: towards an evolutionary rule-based agent for interactive dynamic games. In: IEEE Congress on Evolutionary Computation 2009 (CEC 2009), pp. 660–666 (2009) Small, R., Bates-Congdon, C.: Agent Smith: towards an evolutionary rule-based agent for interactive dynamic games. In: IEEE Congress on Evolutionary Computation 2009 (CEC 2009), pp. 660–666 (2009)
13.
Zurück zum Zitat Schrum, J., Karpov, I., Miikkulainen, R.: Ut2: human-like behavior via neuroevolution of combat behavior and replay of human traces. In: 2011 IEEE Conference on Computational Intelligence and Games (CIG), pp. 329–336 (2011) Schrum, J., Karpov, I., Miikkulainen, R.: Ut2: human-like behavior via neuroevolution of combat behavior and replay of human traces. In: 2011 IEEE Conference on Computational Intelligence and Games (CIG), pp. 329–336 (2011)
14.
Zurück zum Zitat Soni, B., Hingston, P.: Bots trained to play like a human are more fun. In: IEEE International Joint Conference on Neural Networks, IJCNN 2008, pp. 363–369 (2008) Soni, B., Hingston, P.: Bots trained to play like a human are more fun. In: IEEE International Joint Conference on Neural Networks, IJCNN 2008, pp. 363–369 (2008)
15.
Zurück zum Zitat Mora, A.M., Aisa, F., García-Sánchez, P., Castillo, P.Á., Guervós, J.J.M.: Modelling a human-like bot in a first person shooter game. IJCICG 6(1), 21–37 (2015) Mora, A.M., Aisa, F., García-Sánchez, P., Castillo, P.Á., Guervós, J.J.M.: Modelling a human-like bot in a first person shooter game. IJCICG 6(1), 21–37 (2015)
17.
Zurück zum Zitat Takagi, H.: Interactive evolutionary computation: fusion of the capabilities of EC optimization and human evaluation. Proc. IEEE 9, 1275–1296 (2001)CrossRef Takagi, H.: Interactive evolutionary computation: fusion of the capabilities of EC optimization and human evaluation. Proc. IEEE 9, 1275–1296 (2001)CrossRef
18.
Zurück zum Zitat Goldberg, D.E.: Genetic Algorithms in Search, Optimization and Machine Learning. Addison Wesley, Redwood City (1989)MATH Goldberg, D.E.: Genetic Algorithms in Search, Optimization and Machine Learning. Addison Wesley, Redwood City (1989)MATH
19.
Zurück zum Zitat Mora, A.M., Fernández-Ares, A., Merelo, J.J., García-Sánchez, P., Fernandes, C.M.: Effect of noisy fitness in real-time strategy games player behaviour optimisation using evolutionary algorithms. J. Comput. Sci. Technol. 27(5), 1007–1023 (2012)MathSciNetCrossRef Mora, A.M., Fernández-Ares, A., Merelo, J.J., García-Sánchez, P., Fernandes, C.M.: Effect of noisy fitness in real-time strategy games player behaviour optimisation using evolutionary algorithms. J. Comput. Sci. Technol. 27(5), 1007–1023 (2012)MathSciNetCrossRef
Metadaten
Titel
Optimising Humanness: Designing the Best Human-Like Bot for Unreal Tournament 2004
verfasst von
Antonio M. Mora
Álvaro Gutiérrez-Rodríguez
Antonio J. Fernández-Leiva
Copyright-Jahr
2017
DOI
https://doi.org/10.1007/978-3-319-59147-6_58