Abstract
Although evolution has proven to be a powerful search method for discovering effective behaviour for sequential decision-making problems, it seems unlikely that evolving for raw performance could result in behaviour that is distinctly human-like. This chapter demonstrates how human-like behaviour can be evolved by restricting a bot’s actions in a way consistent with human limitations and predilections. This approach evolves good behaviour, but assures that it is consistent with how humans behave. The approach is demonstrated in the \({UT{\char 94}2}\) bot for the commercial first-person shooter videogame Unreal Tournament 2004. \({UT{\char 94}2}\) ’s human-like qualities allowed it to take second place in BotPrize 2010, a competition to develop human-like bots for Unreal Tournament 2004. This chapter analyzes \({UT{\char 94}2}\) , explains how it achieved its current level of humanness, and discusses insights gained from the competition results that should lead to improved human-like bot performance in future competitions and in videogames in general.
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Acknowledgments
The authors would like to thank Niels van Hoorn for the use of his source code in getting started evolving bots in UT2004. They would also like to thank Christopher Tanguay and Peter Djeu for volunteering to critique and evaluate versions of \({UT{\char 94}2}\) . This research was supported in part by the NSF under grants DBI-0939454 and IIS-0915038 and by the Texas Higher Education Coordinating Board grant 003658-0036-2007.
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Schrum, J., Karpov, I.V., Miikkulainen, R. (2013). Human-Like Combat Behaviour via Multiobjective Neuroevolution. In: Hingston, P. (eds) Believable Bots. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-32323-2_5
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DOI: https://doi.org/10.1007/978-3-642-32323-2_5
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