Automatic generation of real time strategy tournament units using differential evolution

Chang Kee Tong, C. K. On, J. Teo, Chua Bih Lii
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引用次数: 7

Abstract

This paper demonstrates the research results obtained for the application of Differential Evolution (DE) algorithm in a well known real time strategy game, namely Warcraft 3. The DE algorithm is one of the global optimizers that commonly used in solving real-time problems. In this work, the DE algorithm is combined with the conventional feed-forward artificial neural network in optimizing the solutions. The DE acts as an optimization technique used during evolution whilst the neural network operates as the controller in deciding the unit that should be spawned for mimicking the computer AI. The experimentation results show a group of mixed randomized opponent from a larger food limit can be defeated by the generated AI army using DE. Thus, it proofs that the DE used has successfully tuned the neural weights which acts as controllers in this tournament game. Furthermore, the generated controllers could decide the best units that should be spawned in defeating the opponent.
使用差分进化自动生成实时策略竞赛单元
本文展示了差分进化(DE)算法在著名的实时策略游戏《魔兽争霸3》中应用的研究成果。DE算法是解决实时问题中常用的全局优化器之一。在本工作中,DE算法与传统的前馈人工神经网络相结合来优化解。DE作为进化过程中使用的优化技术,而神经网络作为控制器决定应该为模仿计算机AI而生成的单元。实验结果表明,使用DE生成的AI军队可以击败一组来自较大食物限制的混合随机对手,从而证明使用的DE成功地调整了在该锦标赛游戏中充当控制器的神经权值。此外,生成的控制器可以决定在击败对手时应该生成的最佳单位。
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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