提高EvoMan游戏比赛的上限

Gabriel-Codrin Cojocaru, Sergiu-Andrei Dinu, Eugen Croitoru
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引用次数: 0

摘要

本文描述了能够玩Evoman游戏的进化代理的算法之间的比较。团队参加“Evoman: 2020 WCCI游戏大赛”,并获得第二名;除了找到一个好的代理来满足竞争的要求——目标是良好的泛化能力——我们已经超越了现有的非泛化的、最著名的上界。通过放弃竞争要求进行泛化,我们已经成功地使用近端策略优化(PPO)算法超过了这个上限。我们还介绍了我们的其他探索性尝试:q学习,遗传算法,粒子群优化及其PPO杂交。最后,我们将算法的行为映射到游戏难度空间中,生成现有上限的合理扩展。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Increasing the Upper Bound for the EvoMan Game Competition
This paper describes a comparison between algorithms for evolving agents able to play the game Evoman. Our team took part in the “Evoman: Game-playing Competition for WCCI 2020”, and won second place; beyond finding a good agent to satisfy the requirements of the competition - which aim at a good ability to generalise -, we have surpassed the existing non-general, best-known upper-bound. We have managed to exceed this upper bound with a Proximal Policy Optimization(PPO) algorithm, by discarding the competition requirements to generalise. We also present our other exploratory attempts: Q-learning, Genetic Algorithms, Particle Swarm Optimisation, and their PPO hybridizations. Finally, we map the behaviour of our algorithm in the space of game difficulty, generating plausible extensions to the existing upper-bound.
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