首页> 外文期刊>Computing and informatics >An Empirical Study on Collective Intelligence Algorithms for Video Games Problem-Solving
【24h】

An Empirical Study on Collective Intelligence Algorithms for Video Games Problem-Solving

机译:解决视频游戏集体智能算法的实证研究

获取原文
           

摘要

Computational intelligence (CI), such as evolutionary computation or swarm intelligence methods, is a set of bio-inspired algorithms that have been widely used to solve problems in areas like planning, scheduling or constraint satisfaction problems. Constrained satisfaction problems (CSP) have taken an important attention from the research community due to their applicability to real problems. Any CSP problem is usually modelled as a constrained graph where the edges represent a set of restrictions that must be verified by the variables (represented as nodes in the graph) which will define the solution of the problem. This paper studies the performance of two particular CI algorithms, ant colony optimization (ACO) and genetic algorithms (GA), when dealing with graph-constrained models in video games problems. As an application domain, the "Lemmings" video game has been selected, where a set of lemmings must reach the exit point of each level. In order to do that, each level is represented as a graph where the edges store the allowed movements inside the world. The goal of the algorithms is to assign the best skills in each position on a particular level, to guide the lemmings to reach the exit. The paper describes how the ACO and GA algorithms have been modelled and applied to the selected video game. Finally, a complete experimental comparison between both algorithms, based on the number of solutions found and the levels solved, is analysed to study the behaviour of those algorithms in the proposed domain.
机译:计算智能(CI),例如进化计算或群体智能方法,是一组受生物启发的算法,已被广泛用于解决计划,调度或约束满足问题等领域的问题。约束满意度问题(CSP)由于适用于实际问题而受到了研究界的重要关注。通常将任何CSP问题建模为约束图,其中边代表一组限制,这些限制必须由将定义问题解决方案的变量(在图中表示为节点)进行验证。当处理视频游戏中的图约束模型时,本文研究了两种特殊CI算法的性能,即蚁群优化(ACO)和遗传算法(GA)。作为应用领域,已选择“旅鼠”视频游戏,在该游戏中一组旅鼠必须到达每个级别的出口点。为此,每个级别均以图形表示,其中边缘存储世界范围内允许的运动。该算法的目标是在特定级别的每个位置分配最佳技能,以引导旅鼠到达出口。本文介绍了如何对ACO和GA算法进行建模并将其应用于所选的视频游戏。最后,根据找到的解决方案数量和解决的级别,对两种算法进行了完整的实验比较,以研究这些算法在建议领域中的行为。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号