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Automatic generation of real time strategy tournament units using differential evolution

机译:使用差分演变自动生成实时战略锦标赛单位

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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:本文展示了在众所周知的实时策略游戏中应用差分演进(DE)算法的研究结果,即魔兽争霸3. DE算法是常用于解决实时问题的全球优化器之一。在这项工作中,DE算法与传统的前馈人工神经网络相结合,优化了解决方案。 DE作为在演化期间使用的优化技术,同时神经网络作为控制器在决定应该产生的单元以模仿计算机AI时运行。实验结果表明,来自较大的食物限制的一组混合随机对手可以被生成的AI军队使用de击败。因此,DE使用的证据证明已经成功调整了这种锦标赛游戏中的控制器的神经重量。此外,所生成的控制器可以决定在击败对手时应该产生的最佳单位。

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