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Record W2563424741 · doi:10.1109/tciaig.2016.2642158

Creating AI Characters for Fighting Games Using Genetic Programming

2016· article· en· W2563424741 on OpenAlex

Why this work is in the frame

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

fundA Canadian funder is recorded on the work.
no affNo Canadian affiliation: this work is invisible to an affiliation-only frame.
No Canadian affiliation. An affiliation-only frame, the usual design, would never have seen this work. It is one of the works that make the case for inverting the frame.

Bibliographic record

VenueIEEE Transactions on Computational Intelligence and AI in Games · 2016
Typearticle
Languageen
FieldComputer Science
TopicArtificial Intelligence in Games
Canadian institutionsnot available
FundersTrent UniversityNottingham Trent University
KeywordsComputer scienceGenetic programmingCode (set theory)Character (mathematics)Process (computing)Point (geometry)Artificial intelligenceTournamentSelection (genetic algorithm)Human–computer interactionProgramming language

Abstract

fetched live from OpenAlex

This paper proposes a character generation approach for the M.U.G.E.N. fighting game that can create engaging AI characters using a computationally cheap process without the intervention of the expert developer. The approach uses a genetic programming algorithm that refines randomly generated character strategies into better ones using tournament selection. The generated AI characters were tested by 27 human players and were rated according to results, perceived difficulty and how engaging the gameplay was. The main advantages of this procedure are that no prior knowledge of how to code the strategies of the AI character is needed and there is no need to interact with the internal code of the game. In addition, the procedure is capable of creating a wide diversity of players with different strategic skills, which could be potentially used as a starting point to a further adaptive process.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Simulation or modeling · Consensus signal: none
GenreCandidate signal: Methods · Consensus signal: none
Teacher disagreement score0.802
Threshold uncertainty score0.900

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0000.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.001
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.047
GPT teacher head0.323
Teacher spread0.275 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it