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Creating AI Characters for Fighting Games Using Genetic Programming

Martinez-Arellano, Giovanna; Cant, Richard; Woods, David

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Authors

Richard Cant

David Woods



Abstract

This paper proposes a character generation approach for the M.U.G.E.N. fighting game that can create engaging AI characters using a computationally cheap process without the intervention of the expert developer. The approach uses a genetic programming algorithm that refines randomly generated character strategies into better ones using tournament selection. The generated AI characters were tested by 27 human players and were rated according to results, perceived difficulty and how engaging the gameplay was. The main advantages of this procedure are that no prior knowledge of howto code the strategies of theAI character is needed and there is no need to interact with the internal code of the game. In addition, the procedure is capable of creating a wide diversity of players with different strategic skills, which could be potentially used as a starting point to a further adaptive process.

Citation

Martinez-Arellano, G., Cant, R., & Woods, D. (2017). Creating AI Characters for Fighting Games Using Genetic Programming. IEEE Transactions on Computational Intelligence and AI in Games, 9(4), 423-434. https://doi.org/10.1109/tciaig.2016.2642158

Journal Article Type Article
Online Publication Date Dec 20, 2016
Publication Date 2017-12
Deposit Date Mar 9, 2024
Publicly Available Date May 1, 2024
Journal IEEE Transactions on Computational Intelligence and AI in Games
Print ISSN 1943-068X
Electronic ISSN 1943-0698
Publisher Institute of Electrical and Electronics Engineers
Peer Reviewed Peer Reviewed
Volume 9
Issue 4
Pages 423-434
DOI https://doi.org/10.1109/tciaig.2016.2642158
Keywords Electrical and Electronic Engineering; Artificial Intelligence; Control and Systems Engineering; Software
Public URL https://nottingham-repository.worktribe.com/output/32179331
Publisher URL https://ieeexplore.ieee.org/document/7792145

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