Online imitation and adaptation in modern computer games / Steffen Priesterjahn. 2008
Inhalt
- 1 Introduction
- Part I Artificial Intelligence & Computer Games
- 2 An Introduction to Game AI
- 3 Methodology
- 3.1 Evolutionary Computation
- 3.1.1 Genetic Algorithms
- 3.1.2 Evolutionary Programming
- 3.1.3 Evolution Strategies
- 3.1.4 Genetic Programming
- 3.1.5 Learning Classifier Systems
- 3.1.6 Lamarckian Evolution
- 3.2 Imitation & Memetics
- 3.3 Neural Networks
- 3.4 Reinforcement Learning
- 3.5 Swarm Intelligence
- 4 State of the Art
- Part II Working with quake3 and the clientbot interface
- 5 Working with Quake3
- 5.1 Introduction
- 5.2 The Alternatives
- 5.2.1 Quake
- 5.2.2 Unreal Tournament
- 5.2.3 FarCry
- 5.2.4 Morrowind
- 5.2.5 GameBots
- 5.2.6 QASE
- 5.2.7 Stratagus
- 5.2.8 Comparison
- 5.3 The Complexity of Quake3
- 5.4 The Architecture
- 5.5 Reengineering the Quake3 Engine
- 6 The ClientBot Interface
- Part III Imitation and Cooperation in Quake3
- 7 Introduction
- 8 Cooperative Navigation
- 9 Combat a Learning Problem in Quake3
- 9.1 Problem Description
- 9.2 The Environment Model -- Grids & Rules
- 9.3 Evolutionary Learning
- 9.3.1 Evolution Model
- 9.3.2 Experimental Setup
- 9.3.3 Results
- 9.3.4 Coevolution
- 9.3.5 Analysis of the Results
- 9.3.6 Conclusion
- 9.4 Reinforcement Learning
- 10 Imitation-Based Learning
- 11 Cooperative Imitation-Based Learning
- 11.1 Idea & Modelling
- 11.2 Imitation-Based Adaptation
- 11.3 Experimental Setup
- 11.4 Results
- 11.5 Learning from Scratch
- 11.6 Possible Application Scenario
- 11.7 Conclusion
- 12 Conclusion
- Part IV Appendices
