Generating diverse opponents with multiobjective evolution

For computational intelligence to be useful in creating game agent AI, we need to focus on creating interesting and believable agents rather than just learn to play the games well. To this end, we propose a way to use multiobjective evolutionary algorithms to automatically create populations of non-player characters (NPCs), such as opponents and collaborators, that are interestingly diverse in behaviour space. Experiments are presented where a number of partially conflicting objectives are defined for racing game competitors, and multiobjective evolution of Genetic Programming-based controllers yield pareto fronts of interesting controllers.

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