Skip to main content

Advertisement

Log in

An Assortment of Evolutionary Computation Techniques (AECT) in gaming

  • S.I. : WorldCIST’20
  • Published:
Neural Computing and Applications Aims and scope Submit manuscript

Abstract

Real-time strategy (RTS) games differ as they persist in varying scenarios and states. These games enable an integrated correspondence of non-player characters (NPCs) to appear as an autodidact in a dynamic environment, thereby resulting in a combined attack of NPCs on human-controlled character (HCC) with maximal damage. This research aims to empower NPCs with intelligent traits. Therefore, we instigate an assortment of ant colony optimization (ACO) with genetic algorithm (GA)-based approach to first-person shooter (FPS) game, i.e., Zombies Redemption (ZR). Eminent NPCs with best-fit genes are elected to spawn NPCs over generations and game levels as yielded by GA. Moreover, NPCs empower ACO to elect an optimal path with diverse incentives and less likelihood of getting shot. The proposed technique ZR is novel as it integrates ACO and GA in FPS games where NPC will use ACO to exploit and optimize its current strategy. GA will be used to share and explore strategy among NPCs. Moreover, it involves an elaboration of the mechanism of evolution through parameter utilization and updation over the generations. ZR is played by 450 players with varying levels having the evolving traits of NPCs and environmental constraints in order to accumulate experimental results. Results revealed improvement in NPCs performance as the game proceeds.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7
Fig. 8
Fig. 9
Fig. 10

Similar content being viewed by others

References

  1. Aarseth E (2013) Game history: a special issue. Game Stud 13:1

    Google Scholar 

  2. Squire K (2003) Video games in education. Int J Intell Games Simul 2:49–62

    Google Scholar 

  3. Wang AI, Wu B (2015) Use of game development in computer science and software engineering education. In: Cooper KML, Scacchi W (eds) Computer games and software engineering, pp 31–58

  4. Reynolds C (2007) Game research and technology. Reynolds Engineering & Design

  5. Mayer RE (2019) Computer games in education. Ann Rev Psychol 70:531–549

    Article  Google Scholar 

  6. Arjoranta J (2014) Game definitions: a Wittgensteinian approach. Game Stud Int J Comput Game Res 14:1

    Google Scholar 

  7. Arsenault D (2009) Video game genre, evolution and innovation. Eludamos J Comput Game Cult 3:149–176

    Article  Google Scholar 

  8. Hou Y, Feng L, Ong YS (2016) Creating human-like non-player game characters using a memetic multi-agent system. In: Neural networks (IJCNN), pp 177–184

  9. McPartland M, Gallagher M (2010) Reinforcement learning in first person shooter games. IEEE Trans Comput Intell AI Games 3:43–56

    Article  Google Scholar 

  10. Glavin FG, Madden MG (2014) Adaptive shooting for bots in first person shooter games using reinforcement learning. IEEE Trans Comput Intell AI Games 7:180–192

    Article  Google Scholar 

  11. McPartland M, Gallagher M (2012) Interactively training first person shooter bots. In: IEEE Conference on computational intelligence and games (CIG), pp 132–138

  12. Singal H, Aggarwal P, Dutt V (2017) Modeling decisions in games using reinforcement learning. In: International conference on machine learning and data science (MLDS), pp 98–105

  13. Overholtzer CA, Levy SD (2005) Evolving AI opponents in a first-person-shooter video game. Proc Natl Conf Artif Intell 20:1620

    Google Scholar 

  14. Modrzejewski M, Rokita P (2019) Implementation of generic steering algorithms for AI agents in computer games. Intell Methods Big Data Ind Appl 1:15–27

    Google Scholar 

  15. Glavin FG, Madden MG (2015) Learning to shoot in first person shooter games by stabilizing actions and clustering rewards for reinforcement learning. In: IEEE conference on computational intelligence and games (CIG), pp 344–351

  16. Balint JT, Allbeck JM, Bidarra R (2018) Understanding everything NPCs can do: metrics for action similarity in non-player characters. In: Proceedings of the 13th international conference on the foundations of digital games, pp 1–10

  17. Zhang MX, Verbrugge C (2018) Modelling player understanding of non-player character paths. In: 14th Artificial intelligence and interactive digital entertainment conference

  18. Yannakakis GN, Togelius J (2018) Artificial intelligence and games. Springer, New York

    Book  Google Scholar 

  19. Laird J, VanLent M (2001) Human-level AI’s killer application: interactive computer games. AI Mag 22:15–15

    Google Scholar 

  20. McPartland M, Gallagher M (2008) Learning to be a Bot: reinforcement Learning in Shooter Games, AIIDE

  21. Kempka M, Wydmuch M, Runc G, Toczek J, Jaśkowski W (2016) Vizdoom: A doom-based AI research platform for visual reinforcement learning. In: IEEE Conference on Computational Intelligence and Games (CIG), pp 1–8

  22. De Oliveira CF, Goldbarg EFG, Goldbarg MC (2016) Multi-objective model to address planning in a RTS game. In: IEEE congress on evolutionary computation (CEC), pp 754–761

  23. Razzaq S, Maqbool F, Khalid M, Tariq I, Zahoor A, Ilyas M (2018) Zombies arena: fusion of reinforcement learning with augmented reality on NPC. Clust Comput 21:655–666

    Article  Google Scholar 

  24. Daylamani-Zad D, Graham LB, Paraskevopoulos IT (2017) Swarm intelligence for autonomous cooperative agents in battles for real-time strategy games. In: 9th International conference on virtual worlds and games for serious applications (VS-Games), pp 39–46

  25. Recio G, Martin E, Estébanez C, Saez Y (2012) AntBot: ant colonies for video games. IEEE Trans Comput Intell AI Games 4:295–308

    Article  Google Scholar 

  26. Hunkeler I, Schär F, Dornberger R, Hanne T (2016) fairGhosts–Ant colony controlled ghosts for Ms. Pac-Man. In, IEEE congress on evolutionary computation (CEC), pp 4214–4220

    Google Scholar 

  27. Özgüller AB, Yildiz A (2014) Foraging swarms as Nash equilibria of dynamic games. IEEE Trans Cybern 44:979–987

    Article  Google Scholar 

  28. Prabhakar M., Singh J N, Mahadevan G (2013) Defensive mechanism for VANET security in game theoretic approach using heuristic based ant colony optimization. In: International conference on computer communication and informatics, pp 1–7

  29. Mantere T (2013) Improved ant colony genetic algorithm hybrid for sudoku solving. In: 3rd World congress on information and communication technologies (WICT 2013), pp 274–279

  30. Kant C (2013) Ant colony optimization: a swarm intelligence based technique. Int J Comput Appl 73:10

    Google Scholar 

  31. Tavares AR, Azpúrua H, Chaimowicz L (2014) Evolving swarm intelligence for task allocation in a real time strategy game. In: Brazilian symposium on computer games and digital entertainment, pp 99–108

  32. Yoshida S, Hisakado M, Mori S (2016) Interactive restless multi-armed bandit game and swarm intelligence effect. New Gen Comput 34:291–306

    Article  Google Scholar 

  33. Kouzehgar M, Badamchizadeh MA (2014) Fuzzy deception game using ant-inspired meta-heuristics. In: IEEE 23rd international symposium on industrial electronics (ISIE), pp 134–138

  34. Ripamonti LA, Gratani S, Maggiorini D, Gadia D, Bujari A., Believable group behaviours for NPCs in FPS games. In: IEEE symposium on computers and communications (ISCC), pp 12–17

  35. Martínez JLE, López AS, Maldonado MJ (2015) On the use of ant colony optimization for video games. Mexican Int Conf Artif Intell 238–247

  36. Makarov I, Peter Z, Pavel P, Mikhail T, Olga G, Ivan GC, Maxim U (2016) Modelling human-like behavior through reward-based approach in a first-person shooter game. In: Proceedings of the 3rd workshop on experimental economics and machine learning (EEML 2016), pp 24–33

  37. Fernández-Ares A, Mora AM, Merelo JJ, García-Sánchez P, Fernandes C (2011) Optimizing player behavior in a real-time strategy game using evolutionary algorithms. In: 2011 IEEE congress of evolutionary computation (CEC), pp 2017–2024

  38. Liaw C, Wang WH, Tsai CT, Ko CH, Hao G (2013) Evolving a team in a first-person shooter game by using a genetic algorithm. Appl Artif Intell 27:199–212

    Article  Google Scholar 

  39. https://www.mixamo.com/

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Fahad Maqbool.

Ethics declarations

Conflict of interest

The authors declare that they have no conflict of interest.

Additional information

Publisher's Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Khalid, M., Al-Obeidat, F., Tubaishat, A. et al. An Assortment of Evolutionary Computation Techniques (AECT) in gaming. Neural Comput & Applic 34, 8295–8308 (2022). https://doi.org/10.1007/s00521-020-05295-7

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s00521-020-05295-7

Navigation