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DC Field | Value | Language |
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dc.date.accessioned | 2018-04-26T09:06:40Z | - |
dc.date.available | 2018-04-26T09:06:40Z | - |
dc.date.issued | 2013 | - |
dc.identifier.citation | Ortega, J., Shaker, N., Togelius, J., & Yannakakis, G. N. (2013). Imitating human playing styles in super mario bros. Entertainment Computing, 4(2), 93-104. | en_GB |
dc.identifier.uri | https://www.um.edu.mt/library/oar//handle/123456789/29589 | - |
dc.description | Preprint submitted to Entertainment Computing. | en_GB |
dc.description.abstract | 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. | en_GB |
dc.language.iso | en | en_GB |
dc.publisher | Elsevier Ltd. | en_GB |
dc.rights | info:eu-repo/semantics/openAccess | en_GB |
dc.subject | Artificial intelligence | en_GB |
dc.subject | Human-computer interaction | en_GB |
dc.subject | Video games | en_GB |
dc.subject | Genetic engineering | en_GB |
dc.subject | Interactive computer graphics | en_GB |
dc.title | Imitating human playing styles in Super Mario Bros | en_GB |
dc.type | article | en_GB |
dc.rights.holder | The copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder | en_GB |
dc.description.reviewed | non peer-reviewed | en_GB |
dc.identifier.doi | 10.1016/j.entcom.2012.10.001 | - |
dc.publication.title | Entertainment Computing | en_GB |
dc.contributor.creator | Ortega, Juan | - |
dc.contributor.creator | Shaker, Noor | - |
dc.contributor.creator | Togelius, Julian | - |
dc.contributor.creator | Yannakakis, Georgios N. | - |
Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
File | Description | Size | Format | |
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Imitating_human_playing_styles_in_Super_Mario_Bros.pdf | 835.81 kB | Adobe PDF | View/Open |
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