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Co-evolving real-time strategy game players.

机译:共同发展的实时策略游戏玩家。

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摘要

I aim to develop superior real-time strategy (RTS) game players. Most existing Artificially Intelligent (AI) players for RTS games use a variety of hand-coded approaches including expert systems, scripts and decision trees to play the game. These traditional approaches suffer from the knowledge acquisition bottleneck common to many AI systems. To improve on this, I investigate the use of genetic algorithms to co-evolve AI players for real-time strategy games, overcoming the knowledge acquisition bottleneck while allowing for more complicated players. I tackle four significant problems. First, existing commercial RTS games are not suitable for research, therefore I develop a new real-time strategy game as a platform for my work. LagoonCraft, the game I developed, consists of many interoperating systems making up over 300,000 lines of code. Second, I formulate the problem of playing an RTS game as solving a sequence of spatially resolved resource allocation problems. Third, I create a new representation that takes advantage of this problem formulation in order to provide an encoding of RTS game-playing strategy amiable to evolution. Last, I develop a new method based on co-evolution that generates competent RTS game-playing strategies that routinely beat human opponents.
机译:我的目标是开发出色的实时策略(RTS)游戏玩家。现有的大多数用于RTS游戏的人工智能(AI)播放器都使用多种手工编码的方法来玩游戏,包括专家系统,脚本和决策树。这些传统方法存在许多AI系统常见的知识获取瓶颈。为了对此进行改进,我研究了使用遗传算法将AI玩家共同发展为实时策略游戏,克服了知识获取瓶颈,同时允许更复杂的玩家。我解决了四个重大问题。首先,现有的商业RTS游戏不适合研究,因此我开发了一种新的实时策略游戏作为工作平台。我开发的游戏LagoonCraft由许多互操作系统组成,这些系统组成了超过30万行代码。其次,我将玩RTS游戏的问题表述为解决一系列空间解决的资源分配问题。第三,我创建了一个新的表示形式,该表示形式利用了这个问题的表述方式,以提供一种易于演化的RTS游戏策略编码。最后,我开发了一种基于协同进化的新方法,该方法可以生成胜过常规对手的RTS游戏策略。

著录项

  • 作者

    Miles, Christopher E.;

  • 作者单位

    University of Nevada, Reno.$bComputer Science.;

  • 授予单位 University of Nevada, Reno.$bComputer Science.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2007
  • 页码 116 p.
  • 总页数 116
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 自动化技术、计算机技术;
  • 关键词

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