By Topic

A Neurally Controlled Computer Game Avatar With Humanlike Behavior

Sign In

Cookies must be enabled to login.After enabling cookies , please use refresh or reload or ctrl+f5 on the browser for the login options.

Formats Non-Member Member
$33 $13
Learn how you can qualify for the best price for this item!
Become an IEEE Member or Subscribe to
IEEE Xplore for exclusive pricing!
close button

puzzle piece

IEEE membership options for an individual and IEEE Xplore subscriptions for an organization offer the most affordable access to essential journal articles, conference papers, standards, eBooks, and eLearning courses.

Learn more about:

IEEE membership

IEEE Xplore subscriptions

3 Author(s)
David Gamez ; Department of Computing, Imperial College London, London, U.K. ; Zafeirios Fountas ; Andreas K. Fidjeland

This paper describes the NeuroBot system, which uses a global workspace architecture, implemented in spiking neurons, to control an avatar within the Unreal Tournament 2004 (UT2004) computer game. This system is designed to display humanlike behavior within UT2004, which provides a good environment for comparing human and embodied AI behavior without the cost and difficulty of full humanoid robots. Using a biologically inspired approach, the architecture is loosely based on theories about the high-level control circuits in the brain, and it is the first neural implementation of a global workspace that has been embodied in a complex dynamic real-time environment. NeuroBot's humanlike behavior was tested by competing in the 2011 BotPrize competition, in which human judges play UT2004 and rate the humanness of other avatars that are controlled by a human or a bot. NeuroBot came a close second, achieving a humanness rating of 36%, while the most human human reached 67%. We also developed a humanness metric that combines a number of statistical measures of an avatar's behavior into a single number. In our experiments with this metric, NeuroBot was rated as 33% human, and the most human human achieved 73%.

Published in:

IEEE Transactions on Computational Intelligence and AI in Games  (Volume:5 ,  Issue: 1 )