TY - JOUR
T1 - Pursuit-evasion using evolutionary algorithms in an immersive three-dimensional environment
AU - Eaton, Malachy
AU - McMillan, Martin
AU - Tuohy, Michael
PY - 2002
Y1 - 2002
N2 - In view of the biological prevalence of pursuit-evasion contests they provide a useful test-bed for research into novel bio-inspired computing and control systems. In this paper we investigate the evolution of pursuit-evasion strategies in a virtual-reality environment created using the Unreal World Editor. The Unreal World Editor (UnrealED), originally designed for use with the popular 3D game Unreal, is an easily available editor which can be used for the creation and modification of a wide variety of immersive environments. In this paper we model buildings on the University of Limerick campus, and their associated exteriors. This paper makes use of an extension tot he original Unreal game engine called a mutator, more specifically the Gamebots mutator designed and released by the University of Southern California’s Information Sciences Institute. This extension allows characters in the game to be controlled via network sockets connected to other programs. The game feeds sensory information to the character over the network connection. Based on this information, the client program can decide what actions the being should take and issues commands back over the network to the game, in order to control the actions of the entity. The client program incorporates a genetic algorithm to control the two individuals involved.
AB - In view of the biological prevalence of pursuit-evasion contests they provide a useful test-bed for research into novel bio-inspired computing and control systems. In this paper we investigate the evolution of pursuit-evasion strategies in a virtual-reality environment created using the Unreal World Editor. The Unreal World Editor (UnrealED), originally designed for use with the popular 3D game Unreal, is an easily available editor which can be used for the creation and modification of a wide variety of immersive environments. In this paper we model buildings on the University of Limerick campus, and their associated exteriors. This paper makes use of an extension tot he original Unreal game engine called a mutator, more specifically the Gamebots mutator designed and released by the University of Southern California’s Information Sciences Institute. This extension allows characters in the game to be controlled via network sockets connected to other programs. The game feeds sensory information to the character over the network connection. Based on this information, the client program can decide what actions the being should take and issues commands back over the network to the game, in order to control the actions of the entity. The client program incorporates a genetic algorithm to control the two individuals involved.
KW - Evolutionary Computation
KW - Machine Learning
KW - Multi-Agent systems
KW - Virtual Reality
UR - http://www.scopus.com/inward/record.url?scp=0036974185&partnerID=8YFLogxK
U2 - 10.1109/ICSMC.2002.1173436
DO - 10.1109/ICSMC.2002.1173436
M3 - Article
AN - SCOPUS:0036974185
SN - 0884-3627
VL - 2
SP - 348
EP - 353
JO - Proceedings of the IEEE International Conference on Systems, Man and Cybernetics
JF - Proceedings of the IEEE International Conference on Systems, Man and Cybernetics
ER -