在高端赛车游戏中进化出最佳的赛车路线

Matteo Botta, Vincenzo Gautieri, D. Loiacono, P. Lanzi
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引用次数: 22

摘要

在现实世界的赛车以及商业赛车游戏的非玩家角色开发中,找到一条能够实现竞争性一圈时间的赛车线是一个关键问题。不幸的是,解决这个问题通常需要一个领域专家和一个反复试验的过程。在这项工作中,我们展示了如何将进化计算成功地应用于解决高端赛车游戏中的这一任务。为此,我们引入了一种新的基于连通贝塞尔曲线的赛车线编码方法。此外,我们比较了两种不同的方法来评估进化的赛车路线:基于模拟的适应度和基于估计的适应度;前者不需要任何先前的知识,但相当昂贵;后者要便宜得多,但需要的领域知识很少,而且不完全准确。最后,我们使用最先进的开源模拟器“开放赛车模拟器”(TORCS)作为测试平台来测试我们的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Evolving the optimal racing line in a high-end racing game
Finding a racing line that allows to achieve a competitive lap-time is a key problem in real-world car racing as well as in the development of non-player characters for a commercial racing game. Unfortunately, solving this problem generally requires a domain expert and a trial-and-error process. In this work, we show how evolutionary computation can be successfully applied to solve this task in a high-end racing game. To this purpose, we introduce a novel encoding for the racing lines based on a set of connected Bezier curves. In addition, we compare two different methods to evaluate the evolved racing lines: a simulation-based fitness and an estimation-based fitness; the former does not require any previous knowledge but is rather expensive; the latter is much less expensive but requires few domain knowledge and is not completely accurate. Finally, we test our approach using The Open Racing Car Simulator (TORCS), a state-of-the-art open source simulator, as a testbed.
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