Preliminary Results Depto. Arquitectura y Tecnología de Computadores Universidad de Granada (Spain) Contact: ANTONIO M. MORA ([email protected]) What’s/Why Unreal? Is a First Person Shooter (FPS) by Epic Games. From Unreal in 1998 to Unreal Tournament 3 in 2007. Very good AI for the standard bots (autonomous players). Open programming environment (UnrealEd) and native language (UnrealScript). Instituto Tecnológico de Informática Universidad Politécnica de Valencia (Spain) Unreal (1998) Unreal Tournament 3 (2007) ROAMING State (Substates and flow lines) UnrealEd (UnrealScript) AI in Unreal Each bot follows a finite state machine (FSM) with plenty of states and substates. The transition in the FSM depends on some parameters (usually hard-coded) which models the status, location in the map (scenario) or relationship with the enemies. The whole FSM (or just a part/state) can be modeled as a tree of rules. Genetic Bots (G-Bots) Genetic Algorithm based bot (GA-Bot), which evolves a set of parameters. Genetic Programming based bot (GP-Bot), which evolves the set of rules which defines the state transitions. DEPENDS ON MODELS GA EVOLUTIONARY PROCESS PG EVOLUTIONARY PROCESS Standar d AI Standar d AI Standar d AI population population Evaluation (Fitness calculation) Evaluation Function Each individual in the population is an AI ‘representation’ (a set of parameters or rules), which models a behaviour. The fitness calculation is performed by assigning the individual as the G-Bot’s AI, and placing it into a scenario to fight against some standard (AI) bots. The fitness will be a combination of the number of killed enemies, times the bot has been defeated, collected items and weapons, and life time.