Designing and Evolving an Unreal TournamentTM 2004 Expert Bot

  • Antonio M. Mora
  • Francisco Aisa
  • Ricardo Caballero
  • Pablo García-Sánchez
  • Juan Julián Merelo
  • Pedro A. Castillo
  • Raúl Lara-Cabrera
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7903)

Abstract

This work describes the design of a bot for the first person shooter Unreal TournamentTM 2004 (UT2K4), which behaves as a human expert player in 1 vs. 1 death matches. This has been implemented modelling the actions (and tricks) of this player, using a state-based IA, and supplemented by a database for ‘learning’ the arena. The expert bot yields excellent results, beating the game default bots in the hardest difficulty, and even being a very hard opponent for the human players (including our expert). The AI of this bot is then improved by means of three different approaches of evolutionary algorithms, optimizing a wide set of parameters (weights and probabilities) which the expert bot considers when playing. The result of this process yields an even better rival; however the noisy nature of the fitness function (due to the pseudo-stochasticity of the battles) makes the evolution slower than usual.

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Copyright information

© Springer-Verlag Berlin Heidelberg 2013

Authors and Affiliations

  • Antonio M. Mora
    • 1
  • Francisco Aisa
    • 1
  • Ricardo Caballero
    • 1
  • Pablo García-Sánchez
    • 1
  • Juan Julián Merelo
    • 1
  • Pedro A. Castillo
    • 1
  • Raúl Lara-Cabrera
    • 2
  1. 1.Departamento de Arquitectura y Tecnología de ComputadoresUniversidad de GranadaSpain
  2. 2.Depto. Lenguajes y Ciencias de la ComputaciónUniversity of MálagaSpain

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