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Evolution of Kiting Behavior in a Two Player Combat Problem

机译:两人格斗问题中风筝行为的演变

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We examine the use of an evolutionary algorithm to design a feedback controller for a two player combat problem. This problem consists of two players on a one-dimensional line. One player is referred to as the Defender and is held at the origin (unable to move). The other player is referred to as the Attacker and is free to move back and forth with a constant speed. The goal of the Attacker is to inflict as much damage as it can on the Defender while suffering as little damage as possible. The greater the difference between damage inflicted vs damage taken, the more successful the attack. The Attacker’s controller is represented by a parameterized control vector. An evolutionary algorithm is then used to evolve populations of these control vectors in an attempt to obtain a near optimal feedback controller.
机译:我们研究了使用进化算法来设计针对两个玩家的战斗问题的反馈控制器。这个问题由一维线上的两个参与者组成。一名球员被称为后卫,被锁定在原点(无法移动)。另一个玩家称为“攻击者”,可以自由以恒定的速度来回移动。攻击者的目标是对防御者造成尽可能多的伤害,同时使伤害尽可能小。造成的伤害与受到的伤害之间的差异越大,攻击就越成功。攻击者的控制器由参数化的控制向量表示。然后,使用进化算法来进化这些控制向量的种群,以试图获得接近最佳的反馈控制器。

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