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Ortega, Juan; Shaker, Noor; Togelius, Julian; Yannakakis, Georgios N. (2013)
Publisher: Elsevier Ltd.
Languages: English
Types: Article
Subjects: Human-computer interaction, Artificial intelligence, Genetic engineering, Interactive computer graphics, Video games

Classified by OpenAIRE into

ACM Ref: ComputingMilieux_MISCELLANEOUS, ComputingMethodologies_SYMBOLICANDALGEBRAICMANIPULATION, ComputingMethodologies_DOCUMENTANDTEXTPROCESSING, GeneralLiterature_REFERENCE(e.g.,dictionaries,encyclopedias,glossaries), ComputingMilieux_PERSONALCOMPUTING
We describe and compare several methods for generating game character controllers that mimic the playing style of a particular human player, or of a population of human players, across video game levels. Similarity in playing style is measured through an evaluation framework, that compares the play trace of one or several human players with the punctuated play trace of an AI player. The methods that are compared are either hand-coded, direct (based on supervised learning) or indirect (based on maximising a similarity measure). We find that a method based on neuroevolution performs best both in terms of the instrumental similarity measure and in phenomenological evaluation by human spectators. A version of the classic platform game “Super Mario Bros” is used as the testbed game in this study but the methods are applicable to other games that are based on character movement in space.
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