Imitation is a powerful and pervasive primitive underlying examples of
intelligent behavior in nature. Can we use it as a tool to help build
artificial agents that behave like humans do? This question is studied
in the context of the BotPrize competition, a Turing-like test where
computer game bots compete by attempting to fool human judges into
thinking they are just another human player. One problem faced by such
bots is that of human-like navigation within the virtual world. This
chapter describes the Human Trace Controller, a component of the UT^2
bot which took second place in the BotPrize 2010 competition. The
controller uses a database of recorded human games in order to quickly
retrieve and play back relevant segments of human navigation
behavior. Empirical evidence suggests that the method of direct
imitation allows the bot to effectively solve several navigation
problems while moving in a human-like fashion.
[Though this chapter was published later, an earlier paper describes how this bot was improved for later competitions:
paper]
In Philip F. Hingston, editors, Believable Bots, 151--170, 2012. Springer Berlin Heidelberg.