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Automatic generation of real time strategy tournament units using differential evolution

机译:使用差分进化自动生成实时策略锦标赛单位

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This paper demonstrates the research results obtained for the application of Differential Evolution (DE) algorithm in a well known real time strategy game, namely Warcraft 3. The DE algorithm is one of the global optimizers that commonly used in solving real-time problems. In this work, the DE algorithm is combined with the conventional feed-forward artificial neural network in optimizing the solutions. The DE acts as an optimization technique used during evolution whilst the neural network operates as the controller in deciding the unit that should be spawned for mimicking the computer AI. The experimentation results show a group of mixed randomized opponent from a larger food limit can be defeated by the generated AI army using DE. Thus, it proofs that the DE used has successfully tuned the neural weights which acts as controllers in this tournament game. Furthermore, the generated controllers could decide the best units that should be spawned in defeating the opponent.
机译:本文演示了将差分进化(DE)算法应用到著名的实时策略游戏《魔兽争霸3》中获得的研究结果。DE算法是解决实时问题的通用全局优化器之一。在这项工作中,DE算法与常规前馈人工神经网络相结合以优化解决方案。 DE用作进化过程中使用的优化技术,而神经网络则作为控制器来决定应模仿计算机AI生成的单元。实验结果表明,一群来自较大食物限制的混合随机对手可以被生成的AI部队使用DE击败。因此,证明使用的DE已成功调整了神经重量,该神经重量在此锦标赛游戏中充当控制器。此外,生成的控制器可以决定在击败对手时应产生的最佳单位。

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