Playing Mega Man II with Neuroevolution

Fernando Ishikawa, Leandro Z. Trovões, Leonardo Carmo, F. O. França, D. Fantinato
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Abstract

The problem of developing Game-Playing Agents provides a controlled environment with varying levels of difficulty in order to test different Artificial Intelligence algorithms. A recently proposed framework for testing such algorithms is called EvoMan and was created based on a classic and challenging game called MegaMan II. In this framework, the agent must defeat a number of different enemies equipped with a diverse set of weapons with different behaviors. This paper follows up the Evoman: Game-playing Competition hosted at the World Conference on Computational Intelligence in 2020 with the objective of finding a general strategy capable of defeating all of the bosses training only on a subset of those. Our approach is composed of manually crafted inputs based on the available sensors fed into a Neuroevolution algorithm composed of a Genetic Algorithm evolving the weights of a Multilayer Perceptron. Our results obtained the first place on the competition and was capable of defeating the entire set of enemies.
用Neuroevolution玩洛克人2
开发游戏代理的问题提供了一个具有不同难度的受控环境,以便测试不同的人工智能算法。最近提出了一个测试这种算法的框架,名为EvoMan,它是基于一款经典且具有挑战性的游戏《MegaMan II》创建的。在这个框架中,代理必须击败许多不同的敌人,这些敌人配备了不同的武器,具有不同的行为。本文将继续在2020年世界计算智能大会上举办的Evoman: Game-playing Competition比赛,其目标是找到一种能够击败所有boss的一般策略,仅在其中的一个子集上进行训练。我们的方法由人工制作的输入组成,这些输入基于可用的传感器,这些传感器被馈送到由遗传算法组成的神经进化算法中,遗传算法进化多层感知器的权重。我们的成绩在比赛中获得了第一名,能够击败所有的敌人。
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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