Article ID | Journal | Published Year | Pages | File Type |
---|---|---|---|---|
2077022 | Biosystems | 2006 | 12 Pages |
Abstract
Entertainment software developers face significant challenges in designing games with broad appeal. One of the challenges concerns creating nonplayer (computer-controlled) characters that can adapt their behavior in light of the current and prospective situation, possibly emulating human behaviors. This adaptation should be inherently novel, unrepeatable, yet within the bounds of realism. Evolutionary algorithms provide a suitable method for generating such behaviors. This paper provides background on the entertainment software industry, and details a prior and current effort to create a platform for evolving nonplayer characters with genetic and behavioral traits within a World War I combat flight simulator.
Keywords
Related Topics
Physical Sciences and Engineering
Mathematics
Modelling and Simulation
Authors
David B. Fogel, Timothy J. Hays, Douglas R. Johnson,