用于模拟星际争霸2最优战斗的多目标遗传算法

J. Schmitt, H. Köstler
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引用次数: 8

摘要

本文的目标是开发一种多目标遗传算法来模拟实时战略游戏《星际争霸2》中任意单位之间的最优战斗。因为没有免费的应用程序编程接口可以直接控制游戏中的单位,所以这首先需要对实际游戏机制进行精确的模拟。其次,基于人工势场的概念,建立了一种通用行为模型,该模型允许控制单元以基于若干实值参数的最优方式进行控制。每个个体单位的目标是最大化他们的伤害输出,同时最小化所受到的伤害。根据这些目标,找到以最优方式控制两个对立玩家单位的参数值可以被表述为多目标连续优化问题。这个问题可以通过应用遗传算法来解决,该算法以竞争的方式优化两个对立玩家的每个单位的行为。为了评估一个解的质量,只能使用对手有限数量的解。因此,当前的最优状态在玩家之间反复交换,并作为模拟遭遇战的输入。通过在优化结束时比较两个参与者的解决方案,可以估计两个参与者中是否有一个具有优势。最后,为了评估所提出的方法的有效性,一些样本构建订单,它们对应于在某个时间点之前已经生产的单元数量,作为几个优化运行的输入。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A multi-objective genetic algorithm for simulating optimal fights in StarCraft II
The goal of this work is to develop a multi-objective genetic algorithm for simulating optimal fights between arbitrary units in the real-time strategy game StarCraft II. As there is no freely available application programming interface for controlling units in the game directly, this first requires an accurate simulation of the actual game mechanics. Next, based on the concept of artificial potential fields a general behavior model is developed which allows controlling units in an optimal way based on a number of real-valued parameters. The goal of each individual unit is to maximize their damage output while minimizing the amount of received damage. Finding parameter values that control the units of two opposing players in an optimal way with respect to these objectives can be formulated as a multi-objective continuous optimization problem. This problem is then solved by applying a genetic algorithm that optimizes the behavior of each unit of two opposing players in a competitive way. To evaluate the quality of a solution, only a finite number of solutions of the opponent can be used. Therefore, the current optima are repeatedly exchanged between both players and serve as input for the simulated encounter. By comparing the solutions of both players at the end of the optimization, it can be estimated if one of the two players has an advantage. Finally, in order to evaluate the effectiveness of the presented approach, a number of sample build orders, which correspond to the amount of units that have been produced until a certain point of time, serve as input for several optimization runs.
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