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Using Self-Adaptive Evolutionary Algorithms to Evolve Dynamism-Oriented Maps for a Real Time Strategy Game

机译:利用自适应进化算法演化实时战略游戏的动态导向映射

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摘要

This work presents a procedural content generation system that uses an evolutionary algorithm in order to generate interesting maps for a real-time strategy game, called Planet Wars. Interestingness is here captured by the dynamism of games (i.e., the extent to which they are action-packed). We consider two different approaches to measure the dynamism of the games resulting from these generated maps, one based on fluctuations in the resources controlled by either player and another one based on their confrontations. Both approaches rely on conducting several games on the map under scrutiny using top artificial intelligence (AI) bots for the game. Statistic gathered during these games are then transferred to a fuzzy system that determines the map's level of dynamism. We use an evolutionary algorithm featuring self-adaptation of mutation parameters and variable-length chromosomes (which means maps of different sizes) to produce increasingly dynamic maps.
机译:这项工作提出了一种过程内容生成系统,该系统使用一种进化算法来为称为“星球大战”的实时策略游戏生成有趣的地图。这里的趣味性是通过游戏的动态性来捕捉的(即,游戏充满动感的程度)。我们考虑了两种不同的方法来评估由这些生成的地图产生的游戏的动态性,一种基于玩家控制的资源波动,另一种基于对抗。两种方法都依赖于使用顶级人工智能(AI)机器人仔细检查在地图上进行的几种游戏。然后将这些游戏中收集的统计信息传输到确定地图动态性的模糊系统。我们使用具有变异参数和可变长度染色体(这意味着不同大小的图谱)的自适应的进化算法来生成越来越动态的图谱。

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