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A comparative investigation of non-linear activation functions in neural controllers for search-based game AI engineering

机译:基于搜索的游戏AI工程中神经控制器中非线性激活函数的比较研究

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The creation of intelligent video game controllers has recently become one of the greatest challenges in game artificial intelligence research, and it is arguably one of the fastest-growing areas in game design and development. The learning process, a very important feature of intelligent methods, is the result of an intelligent game controller to determine and control the game objects behaviors' or actions autonomously. Our approach is to use a more efficient learning model in the form of artificial neural networks for training the controllers. We propose a Hill-Climbing Neural Network (HillClimbNet) that controls the movement of the Ms. Pac-man agent to travel around the maze, gobble all of the pills and escape from the ghosts in the maze. HillClimbNet combines the hill-climbing strategy with a simple, feed-forward artificial neural network architecture. The aim of this study is to analyze the performance of various activation functions for the purpose of generating neural-based controllers to play a video game. Each non-linear activation function is applied identically for all the nodes in the network, namely log-sigmoid, logarithmic, hyperbolic tangent-sigmoid and Gaussian. In general, the results shows an optimum configuration is achieved by using log-sigmoid, while Gaussian is the worst activation function.
机译:智能视频游戏控制器的创建最近已成为游戏人工智能研究中的最大挑战之一,并且可以说是游戏设计和开发中增长最快的领域之一。学习过程是智能方法的一个非常重要的特征,它是智能游戏控制器自动确定和控制游戏对象的行为或动作的结果。我们的方法是以人工神经网络的形式使用更有效的学习模型来训练控制器。我们提出了一个爬山神经网络(HillClimbNet),该网络控制吃豆人女士特工在迷宫中旅行,吞噬所有药丸并从迷宫中的幽灵逃脱的运动。 HillClimbNet将爬山策略与简单的前馈人工神经网络架构相结合。这项研究的目的是分析各种激活功能的性能,以生成基于神经的控制器来玩视频游戏。每个非线性激活函数都相同地应用于网络中的所有节点,即对数-S形,对数,双曲正切-S形和高斯。通常,结果表明使用对数S型曲线可以实现最佳配置,而高斯函数是最差的激活函数。

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