Fast Random Genetic Search for Large-Scale RTS Combat Scenarios

C. Clark, Anthony Fleshner
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引用次数: 2

Abstract

This paper makes a contribution to the advancement of artificial intelligence in the context of multi-agent planning for large-scale combat scenarios in RTS games. This paper introduces Fast Random Genetic Search (FRGS), a genetic algorithm which is characterized by a small active population, a crossover technique which produces only one child, dynamic mutation rates, elitism, and restrictions on revisiting solutions. This paper demonstrates the effectiveness of FRGS against a static AI and a dynamic AI using the Portfolio Greedy Search (PGS) algorithm. In the context of the popular Real-Time Strategy (RTS) game, StarCraft, this paper shows the advantages of FRGS in combat scenarios up to the maximum size of 200 vs. 200 units under a 40 ms time constraint.
大规模RTS战斗场景的快速随机遗传搜索
本文对人工智能在RTS游戏中大规模战斗场景的多智能体规划方面的发展做出了贡献。快速随机遗传搜索(Fast Random Genetic Search, FRGS)是一种具有小活跃群体、只产生一个子代的交叉技术、动态突变率、精英性和重寻解限制等特点的遗传算法。本文使用组合贪婪搜索(PGS)算法证明了FRGS对静态人工智能和动态人工智能的有效性。以流行的即时战略游戏《星际争霸》为例,本文展示了FRGS在战斗场景中的优势,在40毫秒的时间限制下,最大规模为200 vs 200个单位。
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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