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A multi-objective genetic algorithm for simulating optimal fights in StarCraft II

机译:用于模拟星际争霸II的最佳战斗的多目标遗传算法

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The goal of this work is to develop a multi-objective genetic algorithm for simulating optimal fights between arbitrary units in the real-time strategy game StarCraft II. As there is no freely available application programming interface for controlling units in the game directly, this first requires an accurate simulation of the actual game mechanics. Next, based on the concept of artificial potential fields a general behavior model is developed which allows controlling units in an optimal way based on a number of real-valued parameters. The goal of each individual unit is to maximize their damage output while minimizing the amount of received damage. Finding parameter values that control the units of two opposing players in an optimal way with respect to these objectives can be formulated as a multi-objective continuous optimization problem. This problem is then solved by applying a genetic algorithm that optimizes the behavior of each unit of two opposing players in a competitive way. To evaluate the quality of a solution, only a finite number of solutions of the opponent can be used. Therefore, the current optima are repeatedly exchanged between both players and serve as input for the simulated encounter. By comparing the solutions of both players at the end of the optimization, it can be estimated if one of the two players has an advantage. Finally, in order to evaluate the effectiveness of the presented approach, a number of sample build orders, which correspond to the amount of units that have been produced until a certain point of time, serve as input for several optimization runs.
机译:这项工作的目标是开发一种多目标遗传算法,用于在实时策略游戏星际II中的任意单位之间模拟最佳战斗。由于没有可直接控制游戏中的单位的可自由应用程序编程界面,这首先需要准确地模拟实际的游戏机制。接下来,基于人工势领域的概念,开发了一般行为模型,其允许基于许多实值参数以最佳方式控制单元。每个单位的目标是最大化其损坏输出,同时最小化接受损坏的量。找到控制两个相对球员的单位的参数值可以作为这些目标的最佳方式作为多目标连续优化问题。然后通过应用遗传算法来解决这个问题,该遗传算法以竞争方式优化两个相对球员的每个单位的行为。为了评估解决方案的质量,只能使用对对手的有限次数。因此,当前的OPTOPA在两个玩家之间重复交换,并用作模拟遭遇的输入。通过在优化结束时比较两个玩家的解决方案,可以估计两个玩家中的一个具有优势。最后,为了评估所提出的方法的有效性,许多样本构建订单,其对应于在某个时间点产生的单位量,用作几个优化运行的输入。

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