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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorDignum, F.
dc.contributor.authorVerburg, T.
dc.date.accessioned2011-08-02T17:03:10Z
dc.date.available2011-08-02
dc.date.available2011-08-02T17:03:10Z
dc.date.issued2011
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/7819
dc.description.abstractComputer-controlled opponents in commercial computer games are often unintelligent, but even more commonly extremely predictable in their behaviour. This detracts from the challenge of the game when playing against computer-controlled opponents, and is the primary reason players consider playing against a computer-controlled opponent significantly less fun and challenging than playing against another human player. Many machine learning systems have been shown to be effective in creating more reactive, intelligent-seeming computer game players; the question of whether these systems are useful in a commercial context has already been answered. In this Master's thesis, I investigate the process of utilising one of these systems in the context of developing commercial computer game AI. That is; I don't aim to answer the question of *whether* these systems should be used in a commercial context, but *how* they should be used. Because I cannot investigate all machine learning systems in the context of all different computer game genres, this project is narrowed down to one specific instance: The primary goal of this project is to empirically discover which parameters and factors are important when employing an evolutionary process to create an Artificially Intelligent player for a Real-Time Strategy game.
dc.description.sponsorshipUtrecht University
dc.format.extent335499 bytes
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.titleEvolving an Artificial Real-Time Strategy Game Player
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsevolution,game,ai,strategy,artificial intelligence
dc.subject.courseuuCognitive Artificial Intelligence


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