Self-organizing neural networks for behavior modeling in games
This paper proposes self-organizing neural networks for modeling behavior of non-player characters (NPC) in first person shooting games. Specifically, two classes of self-organizing neural models, namely Self-Generating Neural Networks (SGNN) and Fusion Architecture for Learning and Cognition (FALCO...
Saved in:
Main Authors: | , |
---|---|
Format: | text |
Language: | English |
Published: |
Institutional Knowledge at Singapore Management University
2010
|
Subjects: | |
Online Access: | https://ink.library.smu.edu.sg/sis_research/6800 https://ink.library.smu.edu.sg/context/sis_research/article/7803/viewcontent/NPC_IJCNN_2010.pdf |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Singapore Management University |
Language: | English |
Summary: | This paper proposes self-organizing neural networks for modeling behavior of non-player characters (NPC) in first person shooting games. Specifically, two classes of self-organizing neural models, namely Self-Generating Neural Networks (SGNN) and Fusion Architecture for Learning and Cognition (FALCON) are used to learn non-player characters' behavior rules according to recorded patterns. Behavior learning abilities of these two models are investigated by learning specific sample Bots in the Unreal Tournament game in a supervised manner. Our empirical experiments demonstrate that both SGNN and FALCON are able to recognize important behavior patterns and learn the necessary knowledge to operate in the Unreal environment. Comparing with SGNN, FALCON is more effective in behavior learning, in terms of lower complexity and higher fighting competency |
---|