Evolving a generalized strategy for an action-platformer video game framework

Karine da Silva Miras de Araújo, F. O. França
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引用次数: 2

Abstract

Computational Intelligence in Games comprises many challenges such as the procedural level generation, evolving adversary difficulty and the learning of autonomous playing agents. This last challenge has the objective of creating an autonomous playing agent capable of winning against an opponent on an specific game. Whereas a human being can learn a general winning strategy (i.e., avoid the obstacles and defeat the enemies), learning algorithms have a tendency to overspecialize for a given training scenario (i.e., perform an exact sequence of actions to win), not being able to face variations of the original scenario. To further study this problem, we have applied three variations of Neuroevolution algorithms to the EvoMan game playing learning framework with the main objective of developing an autonomous agent capable of playing in different scenarios than those observed during the training stages. This framework is based on the bosses fights of the well known game called Mega Man. The experiments show that the evolved agents are not capable of winning every challenge imposed to them but they are still capable of learning a generalized behavior.
为动作平台电子游戏框架发展通用策略
游戏中的计算智能包含许多挑战,如程序关卡生成、不断进化的对手难度和自主游戏代理的学习。最后一个挑战的目标是创造一个能够在特定游戏中战胜对手的自主游戏代理。虽然人类可以学习一般的获胜策略(例如,避开障碍并击败敌人),但学习算法倾向于过度专注于给定的训练场景(例如,执行精确的行动序列以获胜),而无法面对原始场景的变化。为了进一步研究这个问题,我们将三种不同的神经进化算法应用于EvoMan游戏学习框架,其主要目标是开发一个能够在不同场景下进行游戏的自主智能体,而不是在训练阶段观察到的场景。这个框架是基于著名游戏《洛克人》中的boss战斗。实验表明,进化后的智能体并不能赢得强加给它们的每一个挑战,但它们仍然能够学习一种广义的行为。
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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