Neuroevolution for General Video Game Playing

Spyridon Samothrakis, Diego Perez Liebana, S. Lucas, M. Fasli
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引用次数: 15

Abstract

General Video Game Playing (GVGP) allows for the fair evaluation of algorithms and agents as it minimizes the ability of an agent to exploit apriori knowledge in the form of game specific heuristics. In this paper we compare four possible combinations of evolutionary learning using Separable Natural Evolution Strategies as our evolutionary algorithm of choice; linear function approximation with Softmax search and e-greedy policies and neural networks with the same policies. The algorithms explored in this research play each of the games during a sequence of 1000 matches, where the score obtained is used as a measurement of performance. We show that learning is achieved in 8 out of the 10 games employed in this research, without introducing any domain specific knowledge, leading the algorithms to maximize the average score as the number of games played increases.
一般电子游戏的神经进化
通用电子游戏(GVGP)允许对算法和代理进行公平评估,因为它最小化了代理以游戏特定启发式形式利用先验知识的能力。本文比较了采用可分离自然进化策略作为进化算法选择的四种可能的进化学习组合;线性函数逼近与Softmax搜索和e-greedy策略和神经网络具有相同的策略。本研究中探索的算法在1000场比赛中进行每一场比赛,其中获得的分数被用作表现的衡量标准。我们表明,在本研究中使用的10个游戏中,有8个实现了学习,没有引入任何特定领域的知识,导致算法随着游戏数量的增加而最大化平均分数。
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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