![defcon game defcon game](https://1.bp.blogspot.com/-M0llfMq0SD0/XI4ZaINiEqI/AAAAAAAAAKM/OboBIu__EGsLV9Oi3GdIUuJit3R54ACYACLcBGAs/s1600/mod%2Bdcon%2Btut11.png)
In particular, we evolved behaviour trees to develop a competitive player which was able to outperform the game's original AI-bot more than 50% of the time. We cover here the use of behaviour trees to design and develop an AI-controlled player for the commercial real-time strategy game DEFCON. This ultimately improves the development process for designing automated game players. We aim to highlight the potential for evolving behaviour trees as a practical approach to developing AI-bots in games.ĪB - Behaviour trees provide the possibility of improving on existing Artificial Intelligence techniques in games by being simple to implement, scalable, able to handle the complexity of games, and modular to improve reusability.
![defcon game defcon game](https://www.mobygames.com/images/covers/l/152275-defcon-global-nuclear-domination-game-windows-front-cover.jpg)
What can be more thrilling that a world-wide, thermonuclear conflict that wipes out all of humanity from the face of the Earth You start slowly, deploying your forces on international waters, sneaking under the radar. N2 - Behaviour trees provide the possibility of improving on existing Artificial Intelligence techniques in games by being simple to implement, scalable, able to handle the complexity of games, and modular to improve reusability. DEFCON is a hell of a ride for a strategy games fan. T1 - Evolving behaviour trees for the commercial game DEFCON