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Breeding a diversity of Super Mario behaviors through interactive evolution

机译:通过互动演变育种超级马里奥行为的多样性

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Creating controllers for NPCs in video games is traditionally a challenging and time consuming task. While automated learning methods such as neuroevolution (i.e. evolving artificial neural networks) have shown promise in this context, they often still require carefully designed fitness functions. In this paper, we show how casual users can create controllers for Super Mario Bros. through an interactive evolutionary computation (IEC) approach, without prior domain or programming knowledge. By iteratively selecting Super Mario behaviors from a set of candidates, users are able to guide evolution towards behaviors they prefer. The result of a user test show that the participants are able to evolve controllers with very diverse behaviors, which would be difficult through automated approaches. Additionally, the user-evolved controllers perform as well as controllers evolved with a traditional fitness-based approach in terms of distance traveled. The results suggest that IEC is a viable alternative in designing diverse controllers for video games that could be extended to other games in the future.
机译:在视频游戏中为NPC创建控制器传统上是一个具有挑战性和耗时的任务。虽然自动化学习方法如神经系(即,不断发展的人工神经网络)在这种情况下已经显示了承诺,但它们通常仍然需要精心设计的健身功能。在本文中,我们展示了休闲用户如何通过互动进化计算(IEC)方法来创建超级马里奥兄弟的控制器。没有现有域或编程知识。通过迭代从一系列候选者中选择超级马里奥行为,用户能够引导他们更喜欢的行为的演变。用户测试的结果表明,参与者能够通过非常多样化的行为演变控制器,这是通过自动方法难的。另外,在旅行的距离方面,用户演化的控制器和控制器以传统的基于健身的方法演变演变。结果表明,IEC是为设计用于未来其他游戏的视频游戏设计多样化控制器的可行替代方案。

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