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dc.contributor.authorJiménez, José L.
dc.contributor.authorMora, Antonio M.
dc.contributor.authorFernández-Leiva, Antonio José 
dc.date.accessioned2015-06-18T10:20:26Z
dc.date.available2015-06-18T10:20:26Z
dc.date.created2015
dc.date.issued2015-06-18
dc.identifier.urihttp://hdl.handle.net/10630/9941
dc.description.abstractThis paper presents an interactive genetic algorithm for generating a human-like autonomous player (bot) for the game Unreal Tournament 2004. It is based on a bot modelled from the knowledge of an expert human player. The algorithm provides two types of interaction: by an expert in the game and by an expert in the algorithm. Each one affects different aspects of the evolution, directing it towards better results regarding the agent’s humanness (objective of this work). It has been conducted an analysis of the experts’ influence on the performance, showing much better results after these interactions that the non-interactive version. The best bot were submitted to the BotPrize 2014 competition (which seeks for the best human-like bot), getting the second positiones_ES
dc.description.sponsorshipUniversidad de Málaga. Campus de Excelencia Internacional Andalucía Tech.es_ES
dc.language.isospaes_ES
dc.rightsinfo:eu-repo/semantics/openAccesses_ES
dc.subjectAlgoritmos genéticoses_ES
dc.subject.otherVideogamees_ES
dc.subject.otherHuman-like behaviores_ES
dc.subject.otherUnreal Tournamentes_ES
dc.subject.otherInteractive algorithmes_ES
dc.subject.otherBio-inspired algorithmses_ES
dc.titleEvolutionary Interactive Bot for the FPS Unreal Tournament 2004es_ES
dc.typeinfo:eu-repo/semantics/preprintes_ES
dc.centroE.T.S.I. Informáticaes_ES
dc.relation.eventtitleII Congreso de la Sociedad Española para las Ciencias del Videojuegoes_ES
dc.relation.eventplaceBarcelonaes_ES
dc.relation.eventdateJunio, 2015es_ES
dc.identifier.orcid0000-0002-5330-5217es_ES
dc.cclicenseby-nc-ndes_ES


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