MVPA and GA Comparison for State Space Optimization at Classic Tetris Game Agent Problem

Hendrawan Armanto, Ronal Dwi Putra, Pickerling Pickerling
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引用次数: 0

Abstract

Tetris is one of those games that looks simple and easy to play. Although it seems simple, this game requires strategy and continuous practice to get the best score. This is also what makes Tetris often used as research material, especially research in artificial intelligence. These various studies have been carried out. Starting from applying state-space to reinforcement learning, one of the biggest obstacles of these studies is time. It takes a long to train artificial intelligence to play like a Tetris game expert. Seeing this, in this study,  apply the Genetic Algorithms (GA) and the most valuable player (MVPA) algorithm to optimize state-space training so that artificial intelligence (agents) can play like an expert. The optimization means in this research is to find the best weight in the state space with the minimum possible training time to play Tetris with the highest possible value. The experiment results show that GAs and MVPA are very effective in optimizing the state space in the Tetris game. The MVPA algorithm is also faster in finding solutions. The resulting state space weight can also get a higher value than the GA (MVPA value is 249 million, while the GA value is 68 million).
经典俄罗斯方块智能体问题状态空间优化的MVPA与GA比较
《俄罗斯方块》是一款看起来简单且容易玩的游戏。虽然看起来很简单,但这个游戏需要策略和持续的练习才能获得最好的分数。这也是俄罗斯方块经常被用作研究材料的原因,尤其是在人工智能方面的研究。已经进行了这些不同的研究。从将状态空间应用于强化学习开始,这些研究的最大障碍之一是时间。训练人工智能像俄罗斯方块游戏专家一样玩游戏需要很长时间。有鉴于此,本研究采用遗传算法(GA)和最有价值玩家(MVPA)算法对状态空间训练进行优化,使人工智能(agent)能够像专家一样比赛。本研究的优化方法是在状态空间中以最小的训练时间找到最优的权值,以最大的可能值玩俄罗斯方块。实验结果表明,ga和MVPA在优化俄罗斯方块游戏的状态空间方面是非常有效的。MVPA算法在寻找解的速度上也更快。得到的状态空间权重也可以得到比GA更高的值(MVPA值为2.49亿,而GA值为6800万)。
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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