Fernando Ishikawa, Leandro Z. Trovões, Leonardo Carmo, F. O. França, D. Fantinato
{"title":"Playing Mega Man II with Neuroevolution","authors":"Fernando Ishikawa, Leandro Z. Trovões, Leonardo Carmo, F. O. França, D. Fantinato","doi":"10.1109/SSCI47803.2020.9308303","DOIUrl":null,"url":null,"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.","PeriodicalId":413489,"journal":{"name":"2020 IEEE Symposium Series on Computational Intelligence (SSCI)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 IEEE Symposium Series on Computational Intelligence (SSCI)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SSCI47803.2020.9308303","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
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.