This paper presents preliminary work in real-time behavioral evolution of non-player characters in video games. We present an approach, utilizing a modified version of the Template Based Evolution algorithm, to evolve NPCs during a first person shooter game. Through the research, we demonstrate how this approach could be a viable method of introducing evolutionary components into industry quality games, to produce procedural, emergent behaviors.
CITATION STYLE
Headleand, C. J., Henshall, G., Cenydd, L. A., & Teahan, W. J. (2015). Towards real-time behavioral evolution in video games. In Communications in Computer and Information Science (Vol. 519, pp. 3–16). Springer Verlag. https://doi.org/10.1007/978-3-319-18084-7_1
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