基于遗传规划的塔防游戏自合成控制器

Leow Ching Leong, K. S. Gan, Tse Guan Tan, C. K. On, R. Alfred, P. Anthony
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引用次数: 4

摘要

在本文中,我们描述了在自定义塔防(TD)游戏中使用两种不同的人工神经网络(ANN)拓扑实现遗传规划(GP)的结果。使用的人工神经网络有:(1)前馈神经网络(FFNN)和(2)Elman-Recurrent神经网络(ERNN)。TD游戏是策略游戏的一种。玩家需要建造塔,以防止爬虫到达他们的基地。如果有任何爬虫设法到达基地,将会被扣掉生命。在本研究中,将设计一幅地图。所使用的AI方法将自我合成并分析所设计地图的难度等级。GP在人工神经网络中起着权重调谐器的作用。人工智能将扮演玩家的角色,阻止爬虫到达基地。然后,人工神经网络将在测试阶段对该地图进行评估。我们的研究结果表明,与使用FFNN的GP相比,使用ERNN的GP效果更好。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Self-synthesized controllers for tower defense game using genetic programming
In this paper, we describe the results of implementing Genetic Programming (GP) using two different Artificial Neural Networks (ANN) topologies in a customized Tower Defense (TD) games. The ANNs used are (1) Feed-forward Neural Network (FFNN) and (2) Elman-Recurrent Neural Network (ERNN). TD game is one of the strategy game genres. Players are required to build towers in order to prevent the creeps from reaching their bases. Lives will be deducted if any creeps manage to reach the base. In this research, a map will be designed. The AI method used will self-synthesize and analyze the level of difficulty of the designed map. The GP acts as a tuner of the weights in ANNs. The ANNs will act as players to block the creeps from reaching the base. The map will then be evaluated by the ANNs in the testing phase. Our findings showed that GP works well with ERNN compared to GP with FFNN.
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