Towards adaptive online RTS AI with NEAT

Jason M. Traish, J. Tulip
{"title":"Towards adaptive online RTS AI with NEAT","authors":"Jason M. Traish, J. Tulip","doi":"10.1109/CIG.2012.6374187","DOIUrl":null,"url":null,"abstract":"Real Time Strategy (RTS) games are interesting from an Artificial Intelligence (AI) point of view because they involve a huge range of decision making from local tactical decisions to broad strategic considerations, all of which occur on a densely populated and fiercely contested map. However, most RTS AI used in commercial RTS games are predictable and can be exploited by expert players. Adaptive or evolutionary AI techniques offer the potential to create challenging AI opponents. Neural Evolution of Augmenting Technologies (NEAT) is a hybrid approach that applies Genetic Algorithm (GA) techniques to increase the efficiency of learning neural nets. This work presents an application of NEAT to RTS AI. It does so through a set of experiments in a realistic RTS environment. The results of the experiments show that NEAT can produce satisfactory RTS agents, and can also create agents capable of displaying complex in-game adaptive behavior. The results are significant because they show that NEAT can be used to evolve sophisticated RTS AI opponents without significant designer input or expertise, and without extensive databases of existing games.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"50 7 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2012-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"10","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CIG.2012.6374187","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 10

Abstract

Real Time Strategy (RTS) games are interesting from an Artificial Intelligence (AI) point of view because they involve a huge range of decision making from local tactical decisions to broad strategic considerations, all of which occur on a densely populated and fiercely contested map. However, most RTS AI used in commercial RTS games are predictable and can be exploited by expert players. Adaptive or evolutionary AI techniques offer the potential to create challenging AI opponents. Neural Evolution of Augmenting Technologies (NEAT) is a hybrid approach that applies Genetic Algorithm (GA) techniques to increase the efficiency of learning neural nets. This work presents an application of NEAT to RTS AI. It does so through a set of experiments in a realistic RTS environment. The results of the experiments show that NEAT can produce satisfactory RTS agents, and can also create agents capable of displaying complex in-game adaptive behavior. The results are significant because they show that NEAT can be used to evolve sophisticated RTS AI opponents without significant designer input or expertise, and without extensive databases of existing games.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
基于NEAT的自适应在线RTS AI
从人工智能(AI)的角度来看,即时战略(RTS)游戏很有趣,因为它们涉及从局部战术决策到广泛战略考虑的大量决策,所有这些都发生在人口密集且竞争激烈的地图上。然而,商业RTS游戏中使用的大多数RTS AI都是可预测的,可以被专业玩家利用。适应性或进化AI技术提供了创造具有挑战性的AI对手的潜力。神经进化增强技术(NEAT)是一种应用遗传算法(GA)技术来提高神经网络学习效率的混合方法。这篇文章展示了NEAT在RTS AI中的应用。它是通过现实RTS环境中的一系列实验实现这一目标的。实验结果表明,NEAT可以产生令人满意的RTS代理,也可以创建能够显示复杂游戏内自适应行为的代理。结果很重要,因为它们表明,NEAT可以用来进化复杂的RTS AI对手,而不需要大量的设计师输入或专业知识,也不需要大量的现有游戏数据库。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
A binary classification approach for automatic preference modeling of virtual agents in Civilization IV Resource systems in games: An analytical approach Learning visual composition preferences from an annotated corpus generated through gameplay Comparison of different selection strategies in Monte-Carlo Tree Search for the game of Tron Adaptive bots for real-time strategy games via map characterization
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1