A neuronal global workspace for human-like control of a computer game character
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Abstract
This paper describes a system that 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 human-like behaviour within UT2004, which provides a good environment for comparing human and embodied AI behaviour 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 is embodied in a dynamic real time environment. At its current stage of development the system can navigate through UT2004 and shoot opponents. We are currently completing the implementation and testing in preparation for the human-like bot competition at CIG 2011 in September.
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