A team from the University
of Texas at Austin have devised a new kind of computer game where the player
teaches the computer rather than reacting to it.
Using a technique known as real-time enhancement of the NeuroEvolution of
Augmenting Topologies (rtNEAT), computers can be induced to learn good and bad
gameplay behaviour and players can instruct characters how to react to certain
stimuli.
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The final game, dubbed the NeuroEvolving Robotic Operatives (Nero) project,
locks the learning process so that players cannot automatically learn tactics
taught by other players.
"In most modern video games, character behaviour is scripted; no matter how
many times the player exploits a weakness, that weakness is never repaired,"
said the paper.
"In Nero, the player takes the role of a trainer and constructs training
scenarios for a team of simulated robots.
"The rtNEAT technique can form the basis for other similar interactive
learning applications in the future, and eventually even make it possible to use
gaming as a method for training people in sophisticated tasks."
Training begins with 50 robots in an arena controlled by random neural
networks. As the training progresses these organise into specific roles. The
player can then submit his team for battle over the internet or train them in
new skills.
In the first test of the game last year it took about 100 seconds to train 90
per cent of 'soldiers' to run at the enemy. When teaching soldiers to run away
the computer discovered for itself that running away backwards was preferable
since it allowed the opportunity to return fire.
The team have not announced a date for any commercial release, but hope to
use the technology to improve educational software as well as games.
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