Papers concerning the botprize and botprize entries

New Book!

Believable Bots Philip F. Hingston (Editor), Natural Computing Series, Springer, ISBN 978-3-642-32322-5, release date October 31, 2012.

Table of Contents

  • Rethinking the Human-Agent Relationship: Which Social Cues Do Interactive Agents Really Need To Have?, Astrid Weiss and Manfred Tscheligi
  • Believability Through Psychosocial Behaviour: Creating Bots That Are More Engaging And Entertaining, C. Bailey, J.You, G. Acton, A. Rankin and M. Katchabaw
  • Actor Bots, Maria Arinbjarnar and Daniel Kudenko
  • Embodied Conversational Agent Avatars in Virtual Worlds, Jacquelyn Ford Morie, Eric Chance, Kip Haynes and Dinesh Rajpurohit
  • Human-like Combat Behaviour via Multiobjective Neuroevolution, Jacob Schrum, Igor V. Karpov and Risto Miikkulainen
  • Believable Bot Navigation via Playback of Human Traces, Igor V. Karpov, Jacob Schrum and Risto Miikkulainen
  • A Machine Consciousness Approach to the Design of Human-like Bots, Raúl Arrabales, Jorge Muñoz, Agapito Ledezma, German Gutierrez and Araceli Sanchis
  • ConsScale FPS: Cognitive Integration for Improved Believability in Computer Game Bots, Raúul Arrabales, Agapito Ledezma and Araceli Sanchis
  • Assessing Believability, Julian Togelius, Georgios N. Yannakakis, Sergey Karakovskiy and Noor Shaker
  • Creating a Personality System for RTS Bots, Jacek Mańdziuk and Przemysław Szałaj
  • Making Diplomacy Bots Individual, Markus Kemmerling, Niels Ackermann and Mike Preuss
  • Towards Imitation of Human Driving Style in Car Racing Games, Jorge Muñoz, German Gutierrez and Araceli Sanchis


Characterizing and Assessing Human-Like Behavior in Cognitive Architectures, Raúl Arrabales, Agapito Ledezma, and Araceli Sanchis, Biologically Inspired Cognitive Architectures 2012, Springer Berlin Heidelberg, 2013. 7-15.


Believable and Effective AI Agents in Virtual Worlds: Current State and Future Perspectives, Iskander Umarov, Maxim Mozgovoy, P. Clint Rogers, International Journal of Gaming and Computer-Mediated Simulations, 2012, vol. 4(2), p. 37-59.
Control de un agente inteligente basado en una arquitectura cognitiva para el entorno del videojuego Unreal Tournament 2004, Gavaldá Pina, Ángel, González Bedia, Manuel, Serón Arbeloa, Francisco José, Universidad de Zaragoza, TAZ-PFC-2012-391
Improving game bot behaviours through timed emotional intelligence, Giovanni Acampora, Vincenzo Loia, Autilia Vitiello, Knowledge-Based Systems, ISSN 0950-7051, 10.1016/j.knosys.2012.04.012.
Evolution of gamebots project., Michal Bida, Martin Černý, Jakub Gemrot, and Cyril Brom. In Entertainment Computing-ICEC 2012, pp. 397-400. Springer Berlin Heidelberg, 2012.


A Neuronal Global Workspace for Human-like Control of a Computer Game Character, Zafeirios Fountas, David Gamez and Andreas Fidjeland, IEEE Conference on Computational Intelligence and Games, Seoul, Korea, 2011.
Believable Judge Bot That Learns to Select Tactics and Judge Opponents, Ruck Thawonmas, Seiji Murakami and Takumi Sato, IEEE Conference on Computational Intelligence and Games, Seoul, Korea, 2011.
UT2: Human-like Behavior via Neuroevolution of Combat Behavior and Replay of Human Traces, Jacob Schrum, Igor Karpov and Risto Miikkulainen, IEEE Conference on Computational Intelligence and Games, Seoul, Korea, 2011.
Decision Tree-Based Algorithms for Implementing Bot AI in UT2004, Antonio J. Fernández Leiva and Jorge L. O’Valle Barragán, Foundations on Natural and Artificial Computation, Lecture Notes in Computer Science, Vol. 6686, 2011.
Unreal goal bots: conceptual design of a reusable interface, Koen V. Hindriks, Birna Van Riemsdijk, Tristan Behrens, Rien Korstanje, Nick Kraayenbrink, Wouter Pasman, and Lennard De Rijk, In Agents for games and simulations II, Frank Dignum (Ed.). Springer-Verlag, Berlin, Heidelberg 1-18, 2011.
Unreal GOAL Bots, Koen V. Hindriks, Birna van Riemsdijk, Tristan Behrens, Rien Korstanje, Nick Kraayenbrink, Wouter Pasman and Lennard de Rijk, Agents for Games and Simulations II, Lecture Notes in Computer Science, Vol. 6525, pp. 1-18, 2011.
Evolving Interesting Maps for a First Person Shooter Luigi Cardamone, Georgios N. Yannakakis, Julian Togelius, and Pier Luca Lanzi, Applications of Evolutionary Computation, Lecture Notes in Computer Science, Vol. 6624, 63-72, 2011.
Learning Policies for First Person Shooter Games Using Inverse Reinforcement Learning Bullent Tastan, Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, Stanford, California, 85-90, 2011.
Tuning computer gaming agents using Q-learning P.G. Patel, N. Carver, S. Rahimi, 2011 Federated Conference on Computer Science and Information Systems (FedCSIS), 581-588, 18-21 Sept. 2011
Behavior Capture with Acting Graph: A Knowledgebase for a Game AI System Maxim Mozgovoy and Iskander Umarov, Databases in Networked Information Systems, Lecture Notes in Computer Science, Volume 7108/2011, 68-77, 2011.


A New Design for a Turing Test for Bots, Philip Hingston, IEEE Conference of Computational Intelligence and Games, Copenhagen, 2010.
Neural networks training for weapon selection in first-person shooter games Stelios Petrakis and Anastasios Tefas, In Proceedings of the 20th international conference on Artificial neural networks: Part III (ICANN'10), Konstantinos Diamantaras, Wlodek Duch, and Lazaros S. Iliadis (Eds.). Springer-Verlag, Berlin, Heidelberg, 417-422, 2010.
Game Bot Detection via Avatar Trajectory Analysis Hsing-Kuo Pao; Kuan-Ta Chen; Hong-Chung Chang, Computational Intelligence and AI in Games, IEEE Transactions on , vol.2, no.3, pp.162-175, Sept. 2010


Winning the 2K Bot Prize with a Long-Term Memory Database using SQLite, Jeremy Cothran.
A Turing Test for Computer Game Bots , Philip Hingston, IEEE Transactions on Computational Intelligence and AI In Games, Vol. 1, No. 3, pp 169-186, September 2009
Implementation of a Human-Like Bot in a First Person Shooter: Second Place Bot at BotPrize 2008, Daichi Hirono and Ruck Thawonmas, CD-ROM Proc. Asia Simulation Conference 2009 (JSST 2009), October 7-9,2009, Ritsumeikan University, Shiga, Japan (5 pages).
Towards Conscious-like Behavior in Computer Game Characters, Raúl Arrabales, Agapito Ledezma, and Araceli Sanchis, IEEE Symposium on Computational Intelligence and Games 2009, Politecnico di Milano, Milano, 9th September 2009.
Creating Human-like Autonomous Players in Real-time First Person Shooter Computer Games, Di Wang, Budhitama Subagdja, Ah-Hwee Tan and Gee-Wah Ng, Twenty-First Annual Conference on Innovative Applications of Artificial Intelligence (IAAI'09), Pasadena, California, July 14–16, 2009.