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...

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Bibliographic Details
Main Authors: FENG, Shu, TAN, Ah-hwee
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
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Institution: Singapore Management University
Language: English
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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