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Evolving Neural Controllers Using GA for Warcraft 3-Real Time Strategy Game

机译:进化的神经控制器,使用GA进行魔兽争霸3-实时策略游戏

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This paper presents the research results found for the utilization of a Genetic Algorithm (GA) technique in evolving a set of Artificial Neural Networks (ANNs) weights which functions as controller in deciding what type of unit that should be spawned for winning against the opponent in a RTS game called War craft 3 (custom map). The elitism concept is applied during the optimization processes in order to avoid losing good solutions. The experimentation results show clearly a group of mixed randomized opponent can be defeated by the generated AI army. Hence, it is proof that GA is capable to act as a tuning technique in generating the required controllers in RTS game. Furthermore, the neural controllers generated are able to decide the best group of army used in defeating the opponent.
机译:本文介绍了利用遗传算法(GA)技术发展一组人工神经网络(ANN)权重而获得的研究结果,这些神经网络的权重决定了应该使用哪种类型的单位来赢得对手的胜利。一款名为Warcraft 3(自定义地图)的RTS游戏。在优化过程中会应用精英概念,以避免丢失好的解决方案。实验结果清楚地表明,一群混合的随机对手可以被生成的AI军击败。因此,证明了GA能够充当RTS游戏中生成所需控制器的调整技术。此外,生成的神经控制器能够决定用于击败对手的最佳军队。

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