Computational intelligence in racing games

Julian Togelius, Simon M. Lucas, Renzo De Nardi

    Research output: Chapter in Book/Report/Conference proceedingChapter

    Abstract

    This chapter surveys the research of us and others into applying evolutionary algorithms and other forms of computational intelligence to various aspects of racing games. We first discuss the various roles of computational intelligence in games, and then go on to describe the evolution of different types of car controllers, modelling of players' driving styles, evolution of racing tracks, comparisons of evolution with other forms of reinforcement learning, and modelling and controlling physical cars. It is suggested that computational intelligence can be used in different but complementary ways in racing games, and that there is unrealised potential for cross-fertilisation between research in evolutionary robotics and CI for games.

    Original languageEnglish (US)
    Title of host publicationAdvanced Intelligent Paradigms in Computer Games
    EditorsNorio Baba, Lakhmi Jain, Hisashi Handa
    Pages39-69
    Number of pages31
    DOIs
    StatePublished - Jul 9 2007

    Publication series

    NameStudies in Computational Intelligence
    Volume71
    ISSN (Print)1860-949X

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    ASJC Scopus subject areas

    • Artificial Intelligence

    Cite this

    Togelius, J., Lucas, S. M., & De Nardi, R. (2007). Computational intelligence in racing games. In N. Baba, L. Jain, & H. Handa (Eds.), Advanced Intelligent Paradigms in Computer Games (pp. 39-69). (Studies in Computational Intelligence; Vol. 71). https://doi.org/10.1007/978-3-540-72705-7_3