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Neural network ensembles for video game AI using evolutionary multi-objective optimization

机译:使用进化多目标优化的视频网络AI神经网络集成

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Recently, there has been an increasing interest in game artificial intelligence (AI). Game AI is a system that makes the game characters behave like human beings that is able to make smart decisions to achieve the target in a computer or video game. Thus, this study focuses on an automated method of generating artificial neural network (ANN) controller that is able to display good playing behaviors for a commercial video game. In this study, we create neural-based game controller for screen-capture of Ms. Pac-Man using a multi-objective evolutionary algorithm (MOEA) for training or evolving the architectures and connection weights (including biases) in ANN corresponding to conflicting goals of minimizing complexity in ANN and maximizing Ms. Pac-man game score. In particular, we have chosen the commonly-used Pareto Archived Evolution Strategy (PAES) algorithm for this purpose. After the entire training process is completed, the controller is tested for generalization using the optimized networks in single network (single-net) and neural network ensemble (multi-net) environments. The multi-net model is compared to single-net model, and the results reveal that neural network ensemble is able learn to play with good strategies in a complex, dynamic and difficult game environment which is not achievable by the individual neural network.
机译:最近,人们对游戏人工智能(AI)的兴趣日益增加。 Game AI是一个使游戏角色像人类一样行为的系统,能够做出明智的决定来实现计算机或视频游戏中的目标。因此,本研究着重于一种自动生成人工神经网络(ANN)控制器的方法,该控制器能够显示商用视频游戏的良好播放行为。在这项研究中,我们使用多目标进化算法(MOEA)创建用于训练Pac-Man女士屏幕抓取的基于神经的游戏控制器,以训练或发展ANN中与冲突目标相对应的体系结构和连接权重(包括偏差)最大限度地减少了人工神经网络的复杂性并最大限度地提高了吃豆人女士的游戏得分。特别是,我们为此选择了常用的帕累托存档进化策略(PAES)算法。整个培训过程完成后,将在单网络(单网)和神经网络集成(多网)环境中使用优化的网络对控制器的通用性进行测试。将多网模型与单网模型进行了比较,结果表明,神经网络集成能够在复杂,动态和困难的游戏环境中学习良好的策略,而这是单个神经网络无法实现的。

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