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Implementation of Intelligent Characters adapting to Action Patterns of Opponent Characters  

Lee, Myun-Sub (Department of Computer & Information Science, Incheon City College)
Cho, Byeong-Heon (Digital Content Research Division, ETRI)
Jung, Sung-Hoon (Department of Information and Communication Engineering, Hansung Univ.)
Seong, Yeong-Rak (School of Electrical Engineering, Kookmin Univ.)
Oh, Ha-Ryoung (School of Electrical Engineering, Kookmin Univ.)
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Abstract
This paper proposes an implementation method of intelligent characters that can properly adapt to action patterns of opponent characters in fighting games by using genetic algorithm. For this intelligent characters, past actions patterns of opponent characters should be included in the learning process. To verify the effectiveness of the proposed method, two types of experiments are performed and their results are compared. In first experiment(exp-1), intelligent characters consider current action and its step of an opponent character. In second experiment (exp-2), on the other hands, they take past actions of an opponent characters into account additionally. As a performance index, the ratio of score obtained by an intelligent character to that of an opponent character is adopted. Experimental results shows that even if the performance index of exp-1 is better than that of exp-2 at the beginning of stages, but the performance index of exp-2 outperforms that of exp-1 as stages go on. Moreover, optimum solutions are always found in all experimental cases in exp-2. Futhermore, intelligent characters in exp-2 could learn moving actions (forward and backward) and waiting actions for getting more scores through self evolution.
Keywords
genetic algorithm; artificial intelligent; intelligent character; game; actions pattern;
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