{"title":"Evolving Neural Controllers Using GA for Warcraft 3-Real Time Strategy Game","authors":"Chang Kee Tong, C. K. On, J. Teo, A. Kiring","doi":"10.1109/BIC-TA.2011.70","DOIUrl":null,"url":null,"abstract":"This paper presents the research results found for the utilization of a Genetic Algorithm (GA) technique in evolving a set of Artificial Neural Networks (ANNs) weights which functions as controller in deciding what type of unit that should be spawned for winning against the opponent in a RTS game called War craft 3 (custom map). The elitism concept is applied during the optimization processes in order to avoid losing good solutions. The experimentation results show clearly a group of mixed randomized opponent can be defeated by the generated AI army. Hence, it is proof that GA is capable to act as a tuning technique in generating the required controllers in RTS game. Furthermore, the neural controllers generated are able to decide the best group of army used in defeating the opponent.","PeriodicalId":211822,"journal":{"name":"2011 Sixth International Conference on Bio-Inspired Computing: Theories and Applications","volume":"43 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"16","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2011 Sixth International Conference on Bio-Inspired Computing: Theories and Applications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/BIC-TA.2011.70","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 16
Abstract
This paper presents the research results found for the utilization of a Genetic Algorithm (GA) technique in evolving a set of Artificial Neural Networks (ANNs) weights which functions as controller in deciding what type of unit that should be spawned for winning against the opponent in a RTS game called War craft 3 (custom map). The elitism concept is applied during the optimization processes in order to avoid losing good solutions. The experimentation results show clearly a group of mixed randomized opponent can be defeated by the generated AI army. Hence, it is proof that GA is capable to act as a tuning technique in generating the required controllers in RTS game. Furthermore, the neural controllers generated are able to decide the best group of army used in defeating the opponent.