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Driving style imitation in simulated car racing using style evaluators and multi-objective evolution of a fuzzy logic controller

机译:使用样式评估器和模糊逻辑控制器的多目标进化模拟赛车中的驾驶风格模仿

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This paper describes a new approach to driving style imitation in simulated car racing games. Our goal is to be able to create non-personal characters (NPCs) that both run competitively and exhibit some driving style traits of the player being imitated. We introduce a style evaluator function that can measure the style similarity between driving records even from different tracks. The effectiveness of such style evaluators are verified using driving records of both NPCs and human players. To build NPC drivers that can imitate particular human players, we use a base driver AI based on a fuzzy logic controller and optimizes its parameters using multi-objective evolution. This is the first work on driver imitation that actually allows several human players to drive in their only natural, not instructed, styles. Our results show evidences that the created imitator NPCs do possess traits of styles of the respective human players being modeled.
机译:本文介绍了一种在模拟赛车游戏中模仿驾驶风格的新方法。我们的目标是能够创建既具有竞争力又能表现出被模仿玩家的某些驾驶风格特征的非个人角色(NPC)。我们引入了一种样式评估器功能,该功能甚至可以测量来自不同轨道的行车记录之间的样式相似性。此类风格评估器的有效性通过NPC和人类玩家的驾驶记录进行了验证。为了构建可以模仿特定人类玩家的NPC驱动程序,我们使用基于模糊逻辑控制器的基本驱动程序AI,并使用多目标进化优化其参数。这是关于驾驶员模仿的第一项工作,它实际上允许多个人类玩家以他们唯一的自然风格驾驶。我们的结果表明,创建的模仿NPC确实具有被建模的各个人类玩家的风格特征。

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