AN EVOLUTIONARY STRATEGY FOR A COMPUTER TEAM GAME
Article first published online: 5 MAY 2011
© 2011 Wiley Periodicals, Inc.
Volume 27, Issue 2, pages 218–234, May 2011
How to Cite
Tsai, C.-T., Liaw, C., Huang, H.-C. and Ko, C.-H. (2011), AN EVOLUTIONARY STRATEGY FOR A COMPUTER TEAM GAME. Computational Intelligence, 27: 218–234. doi: 10.1111/j.1467-8640.2011.00378.x
- Issue published online: 5 MAY 2011
- Article first published online: 5 MAY 2011
- non-player character;
- team game;
- multiplayer game;
- Quake III;
- Particle Swarm Optimization;
- First Person Shooter;
- Capture the Flag
Computer team games have attracted many players in recent years. Most of them are rule-based systems because they are simple and easy to implement. However, they usually cause a game agent to be inflexible, and it may repeat a failure. Some studies investigated the learning of a single game agent, and its learning capability has been improved. However, each agent in a team is independent and it does not cooperate with others in a multiplayer game. This article explores an evolution strategy for a computer team game based on Quake III Arena. The Particle Swarm Optimization (PSO) algorithm will be applied to evolve a non-player character (NPC) team in Quake III to be more efficient and intelligent. The evolution of a single NPC, which accommodates to its team and, moreover, the team has learning and cooperating abilities, will be discussed. An efficient team is composed of various members with their own specialties, and the leader is capable of evaluating the performance of a member and assigning it a proper job. Furthermore, the leader of an intelligent team will adapt a strategy appropriate for various circumstances and obtain the team's best performance. Instead of considering the tactic of an individual bot, this article takes the strategy of a team into account.