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LEARNING HUMAN BEHAVIOR FROM OBSERVATION FOR GAMING APPLICATIONS
Access this item.
Title
LEARNING
HUMAN
BEHAVIOR
FROM
OBSERVATION
FOR
GAMING
APPLICATIONS
Author
Moriarty, Christopher
Keywords
Artificial Intelligence
Learning from observation
Neural Networks
Quake
Abstract
The
gaming
industry
has
reached
a
point
where
improving
graphics
has
only
a
small
effect
on how
much
a
player
will
enjoy
a
game.
One
focus
has
turned
to
adding
more
humanlike
characteristics
into
computer
game
agents.
Machine
learning
techniques
are
being
used
scarcely
in
games
,
although
they
do
offer
powerful
means
for
creating
humanlike
behaviors
in
agents.
The
first
person
shooter
(FPS)
,
Quake
2
,
is
an
open
source
game
that
offers
a
multi-agent
environment
to
create
game
agents
(bots)
in.
This
work
attempts
to
combine
neural
networks
with a
modeling
paradigm
known
as
context
based
reasoning
(CxBR)
to
create
a
contextual
game
observation
(CONGO)
system
that
produces
Quake
2
agents
that
behave
as a
human
player
trains
them to
act.
A
default
level
of
intelligence
is
instilled
into the
bots
through
contextual
scripts
to
prevent
the
bot
from
being
trained
to be
completely
useless.
The
results
show
that the
humanness
and
entertainment
value
as
compared
to a
traditional
scripted
bot
have
improved
,
although
,
CONGO
bots
usually
ranked
only
slightly
above
a
novice
skill
level.
Overall
,
CONGO
is
a
technique
that
offers
the
gaming
community
a
mode
of
game
play
that has
promising
entertainment
value.
Adviser
Gonzalez, Avelino
Publisher
University
of
Central
Florida
Degree
M.S.Cp.E.
Degree Discipline
School of Electrical Engineering and Computer Science
Degree Grantor
Engineering and Computer Science
Degree Program
Computer Engineering MSCpE
Graduation Date
2007-01-01
Type
Master's thesis
Access Level
Public - Allow Worldwide Access
Release Date
2007-09-18
Repository
University Archives
Repository Collection
Electronic Theses and Dissertations
Identifier
CFE0001694
Access Link
http://purl.fcla.edu/fcla/etd/CFE0001694
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