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  1. IEEE Transactions on Computational Intelligence and AI in Games
  2. Year : 2012 Volume : 4
  3. Issue 4
  4. AntBot: Ant Colonies for Video Games
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Year : 2015 Volume : 7
Year : 2014 Volume : 6
Year : 2013 Volume : 5
Year : 2012 Volume : 4
Issue 4
Table of Contents
IEEE Transactions on Computational Intelligence and AI in Games publication information
Ensemble Determinization in Monte Carlo Tree Search for the Imperfect Information Card Game Magic: The Gathering
Introducing Individual and Social Learning Into Evolutionary Checkers
Evolutionary Design of FreeCell Solvers
Monte Carlo Tree Search for the Hide-and-Seek Game Scotland Yard
AntBot: Ant Colonies for Video Games
Bayesian-Game-Based Fuzzy Reinforcement Learning Control for Decentralized POMDPs
IEEE Computational Intelligence Society Information
IEEE Transactions on Computational Intelligence and AI in Games information for authors
Issue 3
Issue 2
Issue 1
Year : 2011 Volume : 3
Year : 2010 Volume : 2
Year : 2009 Volume : 1

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AntBot: Ant Colonies for Video Games

Content Provider IEEE Xplore Digital Library
Author Recio, G. Martin, E. Estebanez, C. Saez, Y.
Copyright Year 2009
Abstract The video game industry is an emerging market which continues to expand. From its early beginning, developers have focused mainly on sound and graphical applications, paying less attention to developing game bots or other kinds of nonplayer characters (NPCs). However, recent advances in artificial intelligence offer the possibility of developing game bots which are dynamically adjustable to several difficulty levels as well as variable game environments. Previous works reveal a lack of swarm intelligence approaches to develop these kinds of agents. Considering the potential of particle swarm optimization due to its emerging properties and self-adaptation to dynamic environments, further investigation into this field must be undertaken. This research focuses on developing a generic framework based on swarm intelligence, and in particular on ant colony optimization, such as it allows general implementation of real-time bots that work over dynamic game environments. The framework has been adapted to allow the implementation of intelligent agents for the classical game Ms. Pac-Man. These were trialed at the Ms. Pac-Man competitions held during the 2011 International Congress on Evolutionary Computation.
Starting Page 295
Ending Page 308
Page Count 14
File Size 1916537
File Format PDF
ISSN 1943068X
Volume Number 4
Issue Number 4
Language English
Publisher Institute of Electrical and Electronics Engineers, Inc. (IEEE)
Publisher Date 2012-12-01
Publisher Place U.S.A.
Access Restriction One Nation One Subscription (ONOS)
Rights Holder Institute of Electrical and Electronics Engineers, Inc. (IEEE)
Subject Keyword Games Particle swarm optimization Equations Optimization Humans Neural networks Tin video-games Ant colony optimization artificial intelligence Ms. Pac-Man nonplayer characters (NPCs) swarm intelligence
Content Type Text
Resource Type Article
Subject Artificial Intelligence Control and Systems Engineering Electrical and Electronic Engineering Software
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