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.
Description
Evolving Behaviour Trees for the Commercial Game DEFCON | SpringerLink
Applications of Evolutionary Computation: EvoApplicatons 2010: EvoCOMPLEX, EvoGAMES, EvoIASP, EvoINTELLIGENCE, EvoNUM, and EvoSTOC, Istanbul, Turkey, April 7-9, 2010, Proceedings, Part I
%0 Book Section
%1 DEF
%A Lim, Chong-U
%A Baumgarten, Robin
%A Colton, Simon
%B Applications of Evolutionary Computation: EvoApplicatons 2010: EvoCOMPLEX, EvoGAMES, EvoIASP, EvoINTELLIGENCE, EvoNUM, and EvoSTOC, Istanbul, Turkey, April 7-9, 2010, Proceedings, Part I
%C Berlin, Heidelberg
%D 2010
%E Di Chio, Cecilia
%E Cagnoni, Stefano
%E Cotta, Carlos
%E Ebner, Marc
%E Ekárt, Anikó
%E Esparcia-Alcazar, Anna I.
%E Goh, Chi-Keong
%E Merelo, Juan J.
%E Neri, Ferrante
%E Preuß, Mike
%E Togelius, Julian
%E Yannakakis, Georgios N.
%I Springer Berlin Heidelberg
%K annrev
%P 100--110
%R 10.1007/978-3-642-12239-2_11
%T Evolving Behaviour Trees for the Commercial Game DEFCON
%U https://doi.org/10.1007/978-3-642-12239-2_11
%X 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.
%@ 978-3-642-12239-2
@inbook{DEF,
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.},
added-at = {2017-07-21T15:23:42.000+0200},
address = {Berlin, Heidelberg},
author = {Lim, Chong-U and Baumgarten, Robin and Colton, Simon},
biburl = {https://www.bibsonomy.org/bibtex/26e7dd0a23fca2aaefbe3db288d6e22fc/ross_mck},
booktitle = {Applications of Evolutionary Computation: EvoApplicatons 2010: EvoCOMPLEX, EvoGAMES, EvoIASP, EvoINTELLIGENCE, EvoNUM, and EvoSTOC, Istanbul, Turkey, April 7-9, 2010, Proceedings, Part I},
description = {Evolving Behaviour Trees for the Commercial Game DEFCON | SpringerLink},
doi = {10.1007/978-3-642-12239-2_11},
editor = {Di Chio, Cecilia and Cagnoni, Stefano and Cotta, Carlos and Ebner, Marc and Ek{\'a}rt, Anik{\'o} and Esparcia-Alcazar, Anna I. and Goh, Chi-Keong and Merelo, Juan J. and Neri, Ferrante and Preu{\ss}, Mike and Togelius, Julian and Yannakakis, Georgios N.},
interhash = {fcafb5d5b2c9075ad21422c1acdc924a},
intrahash = {6e7dd0a23fca2aaefbe3db288d6e22fc},
isbn = {978-3-642-12239-2},
keywords = {annrev},
pages = {100--110},
publisher = {Springer Berlin Heidelberg},
timestamp = {2017-07-22T14:51:21.000+0200},
title = {Evolving Behaviour Trees for the Commercial Game DEFCON},
url = {https://doi.org/10.1007/978-3-642-12239-2_11},
year = 2010
}