Combining pathfmding algorithm with Knowledge-based Monte-Carlo tree search in general video game playing

C. Chu, Hisaaki Hashizume, Zikun Guo, Tomohiro Harada, R. Thawonmas
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引用次数: 9

Abstract

This paper proposes a general video game playing AI that combines a pathfmding algorithm with Knowledge-based Fast-Evolutionary Monte-Carlo tree search (KB Fast-Evo MCTS). This AI is able to acquire knowledge of the game through simulation, select suitable targets on the map using the acquired knowledge, and head to the target in an efficient manner. In addition, improvements have been proposed to handle various features of the GVG-AI platform, including avatar type changes, portals and item usage. Experiments on the GVG-AI Competition framework has shown that our proposed AI can adapt to a wide range of video games, and performs better than the original KB Fast-Evo MCTS controller in 75% of all games tested, with a 64.2% improvement on the percentage of winning.
将路径生成算法与基于知识的蒙特卡罗树搜索相结合用于一般视频游戏
本文提出了一种基于知识的快速进化蒙特卡罗树搜索算法(KB Fast-Evo MCTS)的通用电子游戏人工智能。该AI能够通过模拟获取游戏知识,利用获取的知识在地图上选择合适的目标,并以高效的方式向目标前进。此外,还提出了改进以处理GVG-AI平台的各种功能,包括角色类型更改,门户和物品使用。在GVG-AI Competition框架上的实验表明,我们提出的AI可以适应各种视频游戏,并且在75%的测试游戏中表现优于原始的KB Fast-Evo MCTS控制器,胜率提高了64.2%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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