Evolving Bot AI in Unreal (Poster EVOGames 2010, in EVO* 2010)

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Preliminary Results Depto. Arquitectura y Tecnología de Computadores Universidad de Granada (Spain) Contact: ANTONIO M. MORA ([email protected]) What’s/Why Unreal? Is a First Person Shooter (FPS) by Epic Games. From Unreal in 1998 to Unreal Tournament 3 in 2007. Very good AI for the standard bots (autonomous players). Open programming environment (UnrealEd) and native language (UnrealScript). Instituto Tecnológico de Informática Universidad Politécnica de Valencia (Spain) Unreal (1998) Unreal Tournament 3 (2007) ROAMING State (Substates and flow lines) UnrealEd (UnrealScript) AI in Unreal Each bot follows a finite state machine (FSM) with plenty of states and substates. The transition in the FSM depends on some parameters (usually hard-coded) which models the status, location in the map (scenario) or relationship with the enemies. The whole FSM (or just a part/state) can be modeled as a tree of rules. Genetic Bots (G-Bots) Genetic Algorithm based bot (GA-Bot), which evolves a set of parameters. Genetic Programming based bot (GP-Bot), which evolves the set of rules which defines the state transitions. DEPENDS ON MODELS GA EVOLUTIONARY PROCESS PG EVOLUTIONARY PROCESS Standar d AI Standar d AI Standar d AI population population Evaluation (Fitness calculation) Evaluation Function Each individual in the population is an AI ‘representation’ (a set of parameters or rules), which models a behaviour. The fitness calculation is performed by assigning the individual as the G-Bot’s AI, and placing it into a scenario to fight against some standard (AI) bots. The fitness will be a combination of the number of killed enemies, times the bot has been defeated, collected items and weapons, and life time.

description

Poster describing the evolutionary process for improving the Bots AI in the PC game Unreal. Presented at EVO* 2010 (in EVOGames Workshop)

Transcript of Evolving Bot AI in Unreal (Poster EVOGames 2010, in EVO* 2010)

Page 1: Evolving Bot AI in Unreal (Poster EVOGames 2010, in EVO* 2010)

Preliminary Results

Depto. Arquitectura y Tecnología de Computadores

Universidad de Granada (Spain)

Contact: ANTONIO M. MORA ([email protected])

What’s/Why Unreal?

Is a First Person Shooter (FPS) by Epic Games.

From Unreal in 1998 to Unreal Tournament 3 in 2007.

Very good AI for the standard bots (autonomous players).

Open programming environment (UnrealEd) and native

language (UnrealScript).

Instituto Tecnológico de Informática

Universidad Politécnica de Valencia (Spain)

Unreal (1998) Unreal Tournament 3 (2007)

ROAMING State (Substates and flow lines)

UnrealEd (UnrealScript)

AI in Unreal

Each bot follows a finite state machine (FSM) with plenty

of states and substates.

The transition in the FSM depends on some parameters

(usually hard-coded) which models the status, location in the

map (scenario) or relationship with the enemies.

The whole FSM (or just a part/state) can be modeled as a

tree of rules.

Genetic Bots (G-Bots)

Genetic Algorithm

based bot (GA-Bot),

which evolves a set of

parameters.

Genetic Programming

based bot (GP-Bot),

which evolves the set of

rules which defines the

state transitions.

DEPENDS ON

MODELS

GA

EVOLUTIONARY

PROCESS

PG

EVOLUTIONARY

PROCESS

Standar

d AI

Standar

d AI

Standar

d AI

popula

tion

popula

tion

Evalu

ati

on

(F

itn

ess

calc

ula

tio

n)

Evaluation Function

Each individual in the population is an AI ‘representation’ (a set

of parameters or rules), which models a behaviour.

The fitness calculation is performed by assigning the individual

as the G-Bot’s AI, and placing it into a scenario to fight against

some standard (AI) bots.

The fitness will be a combination of the number of killed

enemies, times the bot has been defeated, collected items and

weapons, and life time.