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Deduction of fighting game countermeasures using Neuroevolution of Augmenting Topologies

机译:使用增强拓扑的神经发展扣除战斗游戏对策

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Nowadays artificial intelligence (AI) has been applied to many areas, including digital game with various genres. One of them is the fighting game. Implementation of AI in the fighting game aims to make players who are not constrained by the limiting factors which humans possess, such as speed of reflexes and hand gestures. One platform that can be used to make fighting game AI is FightingICE. This platform is official platform used in Computational Intelligence and Games (CIG) conference. One approach that can be used in the process of building the AI in the fighting game is opponent modeling, a method that utilize machine learning to make model based on the behavior of the opponent. There is one AI that utilize k-Nearest Neighbor (kNN) algorithm called MizunoAI. This AI has outstanding performance, but it suffers from inability to adjust its parameter automatically. To solve that problem, in this paper the algorithm used for modelling is changed to Neuroevolution of Augmenting Topologies (NEAT). NEAT is an algorithm with Artificial Neural Network (ANN) as basic architecture and Genetic Algorithm (GA) as the architecture optimizer. In the implementation, NEAT will receive six inputs of distance in the x-axis and y-axis, both players' hitpoints, and both players' stamina. Output of NEAT is the probability of all movements that can be done by the opponent. The entire output will be processed by a simulator to determine the best countermeasure based on the predictions. For testing, the AI made will be faced against four AI winners of CIG 2013, namely MizunoAI, Kaiju, T, and SejongAI. The results showed that the AI is capable to do well in modeling process. Although the performance is still behind the MizunoAI, the learning process can be seen along the match.
机译:如今,人工智能(AI)已应用于许多领域,包括各种类型的数字游戏。其中一个是战斗比赛。在战斗游戏中实施AI的旨在使不受人类拥有的限制因素(例如反射和手势速度)的限制因素的球员。一个可用于制作战斗游戏AI的平台是战斗。该平台是计算智能和游戏(CIG)会议的官方平台。一种可以在战斗比赛中建立AI的过程中的一种方法是对手建模,一种利用机器学习的方法基于对手的行为来制作模型。有一个可以利用称为Mizunoai的K-Collect邻居(KNN)算法。此AI具有出色的性能,但它无法自动调整参数。为了解决这个问题,在本文中,用于建模的算法改变为增强拓扑(整洁)的神经内容。整洁是一种用人工神经网络(ANN)作为基本架构和遗传算法(GA)作为架构优化器的算法。在实现中,整洁将在X轴和Y轴上接收六个距离输入,播放器的Hitpoints和两个玩家的耐力。整洁的产出是可以由对手完成的所有运动的概率。整个输出将由模拟器处理,以确定基于预测的最佳对策。对于测试,AI将面对CIG 2013,即Mizunoai,Kaiju,T和Sejongai的四个Ai获胜者。结果表明,AI能够在建模过程中做得很好。虽然性能仍然在Mizunoai后面,但可以沿着比赛看到学习过程。

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