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https://hdl.handle.net/10356/89631
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DC Field | Value | Language |
---|---|---|
dc.contributor.author | Wang, Di | en |
dc.contributor.author | Tan, Ah Hwee | en |
dc.date.accessioned | 2018-12-03T07:03:27Z | en |
dc.date.accessioned | 2019-12-06T17:29:54Z | - |
dc.date.available | 2018-12-03T07:03:27Z | en |
dc.date.available | 2019-12-06T17:29:54Z | - |
dc.date.copyright | 2015 | en |
dc.date.issued | 2015 | en |
dc.identifier.citation | Wang, D., & Tan, A. H. (2015). Creating autonomous adaptive agents in a real-time first-person shooter computer game. IEEE Transactions on Computational Intelligence and AI in Games, 7(2), 123-138. doi:10.1109/TCIAIG.2014.2336702 | en |
dc.identifier.issn | 1943-068X | en |
dc.identifier.uri | https://hdl.handle.net/10356/89631 | - |
dc.description.abstract | Games are good test-beds to evaluate AI methodologies. In recent years, there has been a vast amount of research dealing with real-time computer games other than the traditional board games or card games. This paper illustrates how we create agents by employing FALCON, a self-organizing neural network that performs reinforcement learning, to play a well-known first-person shooter computer game called Unreal Tournament. Rewards used for learning are either obtained from the game environment or estimated using the temporal difference learning scheme. In this way, the agents are able to acquire proper strategies and discover the effectiveness of different weapons without any guidance or intervention. The experimental results show that our agents learn effectively and appropriately from scratch while playing the game in real-time. Moreover, with the previously learned knowledge retained, our agent is able to adapt to a different opponent in a different map within a relatively short period of time. | en |
dc.description.sponsorship | NRF (Natl Research Foundation, S’pore) | en |
dc.format.extent | 16 p. | en |
dc.language.iso | en | en |
dc.relation.ispartofseries | IEEE Transactions on Computational Intelligence and AI in Games | en |
dc.rights | © 2014 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. The published version is available at: [http://dx.doi.org/10.1109/TCIAIG.2014.2336702]. | en |
dc.subject | Adaptive Resonance Theory Operations | en |
dc.subject | Real-time Computer Game | en |
dc.subject | DRNTU::Engineering::Computer science and engineering | en |
dc.title | Creating autonomous adaptive agents in a real-time first-person shooter computer game | en |
dc.type | Journal Article | en |
dc.contributor.school | School of Computer Science and Engineering | en |
dc.identifier.doi | 10.1109/TCIAIG.2014.2336702 | en |
dc.description.version | Accepted version | en |
dc.identifier.rims | 181369 | en |
item.grantfulltext | open | - |
item.fulltext | With Fulltext | - |
Appears in Collections: | SCSE Journal Articles |
Files in This Item:
File | Description | Size | Format | |
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TCIAIG2015.pdf | 1.23 MB | Adobe PDF | ![]() View/Open |
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