Breeding a diversity of Super Mario behaviors through interactive evolution

Patrikk D. Sørensen, Jeppeh M. Olsen, S. Risi
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引用次数: 9

Abstract

Creating controllers for NPCs in video games is traditionally a challenging and time consuming task. While automated learning methods such as neuroevolution (i.e. evolving artificial neural networks) have shown promise in this context, they often still require carefully designed fitness functions. In this paper, we show how casual users can create controllers for Super Mario Bros. through an interactive evolutionary computation (IEC) approach, without prior domain or programming knowledge. By iteratively selecting Super Mario behaviors from a set of candidates, users are able to guide evolution towards behaviors they prefer. The result of a user test show that the participants are able to evolve controllers with very diverse behaviors, which would be difficult through automated approaches. Additionally, the user-evolved controllers perform as well as controllers evolved with a traditional fitness-based approach in terms of distance traveled. The results suggest that IEC is a viable alternative in designing diverse controllers for video games that could be extended to other games in the future.
通过互动进化培育出各种各样的超级马里奥行为
在电子游戏中为npc创造控制器是一项具有挑战性且耗时的任务。虽然神经进化(即进化的人工神经网络)等自动学习方法在这种情况下显示出了希望,但它们通常仍然需要精心设计适应度函数。在本文中,我们展示了休闲用户如何通过交互式进化计算(IEC)方法为《超级马里奥兄弟》创建控制器,而无需事先的领域或编程知识。通过从一组候选行为中迭代地选择《超级马里奥》行为,用户能够引导进化到他们喜欢的行为。用户测试的结果表明,参与者能够发展具有非常多样化行为的控制器,这在自动化方法中是困难的。此外,在行驶距离方面,用户进化的控制器与传统的基于健康的方法进化的控制器表现一样好。研究结果表明,IEC是一种可行的替代方案,可以为视频游戏设计多种控制器,并在未来扩展到其他游戏。
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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