基于分布式计算的愤怒的小鸟AI控制器优化

Du-Mim Yoon, Joo-Seon Lee, Hyun-Su Seon, Jeong-Hyeon Kim, Kyung-Joong Kim
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引用次数: 5

摘要

人工智能(AI)研究的一个重要问题是游戏人工智能的开发,因为它的难度。为了促进电子游戏人工智能的研究,已经有几个游戏人工智能竞赛。然而,有些带有物理引擎的游戏(游戏邦注:如《几何之友》或《愤怒的小鸟》)并不支持使用模拟来预测未来事件。这使得为带有物理元素的游戏创造AI变得非常困难。因此,人工智能的创造者应该花费大量的时间来优化他们的程序的参数,通过试验和错误。在本文中,我们报告了我们为《愤怒的小鸟》构建AI的方法(计划A+,在2014年《愤怒的小鸟》AI竞赛中排名第三,首个参赛作品在基准测试中获得了100万分)。在我们的控制器中,我们采用了多种策略来提高泛化能力,并采用并行机器的混合优化技术(从人类手动调整的参数中贪婪搜索)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Optimization of Angry Birds AI controllers with distributed computing
The one of important issues in artificial intelligence (AI) research is the development of AI for games because of its difficulty. To promote the research on video games AI, there have been several game AI competitions. However, some games with physics engine (geometry friends or Angry Birds) have no support on the prediction of future events using simulation. It makes much difficult to build AI for the games with physics. As a result, AI creator should spend much time to optimize the parameters of their program by trial and errors. In this paper, we report our approach to build AI for Angry Birds (Plan A+, 3rd rank in 2014 Angry Birds AI competition and the first entry achieved 1 million points in benchmarking test). In our controller, we adopt multiple strategies to increase generalization ability and hybrid optimization techniques (greedy search from human's manually tuned parameters) with parallel machines.
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