TY - CHAP
T1 - TEAM
T2 - The team-oriented evolutionary adaptability mechanism
AU - Bakkes, Sander
AU - Spronck, Pieter
AU - Postma, Eric
N1 - Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.
PY - 2004
Y1 - 2004
N2 - Many commercial computer games allow a team of players to match their skills against another team, controlled by humans or by the computer. Most players prefer human opponents, since the artificial intelligence of a computer-controlled team is in general inferior. An adaptive mechanism for team-oriented artificial intelligence would allow computer-controlled opponents to adapt to human player behaviour, thereby providing a means of dealing with weaknesses in the game AI. Current commercial computer games lack challenging adaptive mechanisms. This paper proposes "TEAM", a novel team-oriented adaptive mechanism which is inspired by evolutionary algorithms. The performance of TEAM is evaluated in an experiment involving an actual commercial computer game (the Capture The Flag team-based game mode of the popular commercial computer game Quake III). The experimental results indicate that TEAM succeeds in endowing computer-controlled opponents with successful adaptive performance. We therefore conclude that TEAM can be successfully applied to generate challenging adaptive opponent behaviour in team-oriented commercial computer games.
AB - Many commercial computer games allow a team of players to match their skills against another team, controlled by humans or by the computer. Most players prefer human opponents, since the artificial intelligence of a computer-controlled team is in general inferior. An adaptive mechanism for team-oriented artificial intelligence would allow computer-controlled opponents to adapt to human player behaviour, thereby providing a means of dealing with weaknesses in the game AI. Current commercial computer games lack challenging adaptive mechanisms. This paper proposes "TEAM", a novel team-oriented adaptive mechanism which is inspired by evolutionary algorithms. The performance of TEAM is evaluated in an experiment involving an actual commercial computer game (the Capture The Flag team-based game mode of the popular commercial computer game Quake III). The experimental results indicate that TEAM succeeds in endowing computer-controlled opponents with successful adaptive performance. We therefore conclude that TEAM can be successfully applied to generate challenging adaptive opponent behaviour in team-oriented commercial computer games.
UR - http://www.scopus.com/inward/record.url?scp=35048899429&partnerID=8YFLogxK
U2 - 10.1007/978-3-540-28643-1_36
DO - 10.1007/978-3-540-28643-1_36
M3 - Chapter
AN - SCOPUS:35048899429
SN - 9783540286431
VL - 3166
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 273
EP - 282
BT - Entertainment Computing - ICEC 2004
A2 - Rauterberg, Matthias
PB - Springer
ER -