Browse > Article
http://dx.doi.org/10.3745/KIPSTB.2005.12B.3.329

An Intelligent Characters for Fighting Action Games Using Genetic Algorithms  

Lee Myun-sub (인천전문대학 컴퓨터정보과)
Cho Byeong-heon (국민대학교 전자공학과)
Seong Yeong-rak (국민대학교 전자정보통신공학부)
Jung Sung-hoon (한성대학교 정보통신공학과)
Oh Ha-ryoung (국민대학교 전자정보통신공학부)
Abstract
This paper proposes a method to provide intelligence for characters in fighting action games by using genetic algorithm. The proposed characters without any knowledge on the rules of the game learn the rules and techniques for generations, and have the capability of evolving. To evaluate adaptability for varying circumstances, we changed the rules and compared the results. The experimental results show that the intelligent characters can adapt to the new rules. An advantage of the proposed method is that it can be easily applied to characters for other category of games such as PC games and internet online games.
Keywords
Genetic Algorithm; Game; Artificial Intelligence; Intelligent Character;
Citations & Related Records
Times Cited By KSCI : 1  (Citation Analysis)
연도 인용수 순위
1 Darrell Whitley 'An Overview of Evolutionary Algorithms' Journal of Information and Software Technology. 43: pp. 817-831, 2001   DOI   ScienceOn
2 Daniel Johnson, Janet Wiles, 'Computer Games with Intelligence' Fuzz-IEEE, 2001, Melboorne, Australia   DOI
3 T. N. BUi and B. R. Moon, 'On multi-dimensional encoding/crossover', International Conference on Genetic Algorithms, pp49056, 1995
4 C. Anderson, k. Jones, and J. Ryan, 'A two-dimensional genetic algorithm for the Ising problem', Complex system, 5:327-333, 1991
5 L. J. Eshelman, R. A. Caruana and J. D. Schaffer, 'Bases in the Crossover Landscape,' Proc. 3rd Int. Conf. on Genetic Algorithms, LA. pp.10-19, 1989
6 Andrew B. Kahng and Byung Ro Moon, 'Toward More Powerful Recombinations', Proceedings of the Sixth International Conference on Genetic Algorithms
7 Daniel Johnson, Janet Wiles, 'Computer Games With Intelligence', IEEE International Fuzzy Systems Conference, 2001   DOI
8 D.Carmel and S.Markovitch, 'Learning Models of Opponent's Strategy in Game Playing,' CIS Report #9318, 1993
9 I.Faybish, 'Applying the Genetic Algorithm to the Game of Othello,' VRIJE University
10 이만재, '게임에서의 인공지능 기술,' 한국정보처리 학회지, Vol.9, No.3, pp.69-76 May, 2002   과학기술학회마을
11 John E. Laird and M.van Lent, ' Human-level AI's Killer Application : Interactive Computer Games,' Proc. AAAI 2000, AAAI Press/MIT Press, pp.1171-1178
12 D.C. Pottinger and John E. Laird, 'Game AI : The State of the Industry Part 2,' Gamasutra Magazine Nov., 2000, Vol. 08
13 John E. Laird, 'Using a Computer Game to Develop Advanced AI,' IEEE Computer, July, 2001, pp.70-75, 2001   DOI   ScienceOn
14 S. Woodcock, 'Game AI : The State of the Industry,' Gamasutra Magazine Nov., 2000, Vol.01
15 Daniel Johnson, Janet Wiles, 'Effective Affective User Interface Design in Games', International Conference on Affective Human Factors Design, Singapore