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Evolving Potential Fields to Direct Tactics in Real Time Strategy Games.

机译:在实时策略游戏中将潜在领域发展为直接战术。

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This thesis investigates the use of co-evolution to generate tactics in real-time strategy games. Games like Chess have been used to test AI approaches since the 1960s. Modern video games with simulated worlds now allow us to investigate AI approaches in less abstract spaces, thus allowing research results to be perhaps more immediately applicable. Real-time strategy games, a genre of modern video games, are widely used in wargaming and what-if scenario analysis in the military and in industry. Since good tactics can determine whether you win or lose, this thesis focuses on competent tactics generation in real-time strategy games.;There are many ways to generate players for games. Many classical approaches employ a system of logic that relies on expert knowledge about the game and perhaps known effective strategies. Although they are good for certain kinds of problems, expert systems' approaches have been shown to be brittle and generally do not learn from experience. This work uses an evolutionary approach to learning tactics for RTS games. Since evolutionary techniques are generally good at learning solutions to specific problems, this work also employs co-evolutionary techniques to generate more robust tactics that are effective against potentially unseen opponents.;My results from generating tactics against a specific opponent indicate that an evolutionary algorithm can evolve good tactics. The generated tactics defeat a known opponent after a relatively short training cycle. However, these tactics are specific to the opponents that were trained against - they do not perform as well against other opponents.;Co-evolution leads to more adaptive tactics. My results from employing a co-evolutionary approach indicate that co-evolution can generate tactics that perform better over a set of previously unseen opponents.;These results indicate the potential for co-evolutionary and evolutionary approaches to tactic generation. Because they may not be biased by human preconception, I believe that such approaches also have the potential to generate completely new and surprising tactical solutions to difficult problems.
机译:本文研究了在实时策略游戏中使用协同进化来生成策略的情况。自1960年代以来,象棋这样的游戏就一直被用来测试AI方法。现在,具有模拟世界的现代视频游戏使我们能够在较少抽象的空间中研究AI方法,从而使研究结果也许更直接地适用。实时策略游戏是现代视频游戏的一种,在军事和工业中广泛用于作战和假设情景分析。由于好的策略可以决定您是赢还是输,因此本文着重研究实时策略游戏中胜任的策略生成。许多经典方法采用的逻辑系统依赖于有关游戏的专业知识以及可能已知的有效策略。尽管它们对于某些类型的问题很有用,但已证明专家系统的方法很脆弱,通常不会从经验中学习。这项工作使用一种进化的方法来学习RTS游戏的策略。由于进化技术通常善于学习解决特定问题的方法,因此这项工作还采用了协同进化技术来生成更有效的策略,以有效地应对潜在的看不见的对手。;我针对特定对手生成策略的结果表明,进化算法可以发展好的战术。在较短的训练周期后,所产生的战术便击败了已知的对手。但是,这些策略是特定于受过训练的对手的,它们在与其他对手的对抗中表现不佳。协同进化导致了更具适应性的策略。我从采用协同进化方法得出的结果表明,协同进化可以产生比一组先前未见过的对手更好的战术。这些结果表明,协同进化和进化方法在战术生成方面的潜力。因为它们可能不会因人类的先入为主而产生偏见,所以我相信这样的方法也有可能为棘手的问题提供全新的,令人惊讶的战术解决方案。

著录项

  • 作者

    Oberberger, Michael.;

  • 作者单位

    University of Nevada, Reno.;

  • 授予单位 University of Nevada, Reno.;
  • 学科 Computer Science.
  • 学位 M.S.
  • 年度 2010
  • 页码 62 p.
  • 总页数 62
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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