Coevolving Robust Build-Order Iterative Lists for Real-Time Strategy Games

Christopher A. Ballinger, S. Louis, Siming Liu
{"title":"Coevolving Robust Build-Order Iterative Lists for Real-Time Strategy Games","authors":"Christopher A. Ballinger, S. Louis, Siming Liu","doi":"10.1109/TCIAIG.2016.2544817","DOIUrl":null,"url":null,"abstract":"We investigate and develop a coevolutionary approach to finding strong, robust build orders for real-time strategy games. Which units to produce and the order in which to produce them is one important aspect of real-time strategy gameplay. In real-time strategy games, creating plans to address unit production problems are called “build orders.” Our research compares build orders produced from a coevolutionary algorithm, genetic algorithm (GA), and hill climber (HC) to exhaustive search. GAs find the strongest build orders, while coevolution produces more robust build orders than a genetic algorithm or HC. Case injection into the coevolutionary teachset and population can be used to bias coevolution into producing build orders that beat specific opponents or play like specific players, while maintaining robustness. Finally, in this paper, we extend our representation by adding branching and iteration to the build-action sequence and show that this more complex representation enables coevolution to find stronger build orders. We believe this study is a start toward a promising approach for creating strong, robust build orders for RTS games.","PeriodicalId":49192,"journal":{"name":"IEEE Transactions on Computational Intelligence and AI in Games","volume":"8 1","pages":"363-376"},"PeriodicalIF":0.0000,"publicationDate":"2016-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TCIAIG.2016.2544817","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Computational Intelligence and AI in Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/TCIAIG.2016.2544817","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Computer Science","Score":null,"Total":0}
引用次数: 3

Abstract

We investigate and develop a coevolutionary approach to finding strong, robust build orders for real-time strategy games. Which units to produce and the order in which to produce them is one important aspect of real-time strategy gameplay. In real-time strategy games, creating plans to address unit production problems are called “build orders.” Our research compares build orders produced from a coevolutionary algorithm, genetic algorithm (GA), and hill climber (HC) to exhaustive search. GAs find the strongest build orders, while coevolution produces more robust build orders than a genetic algorithm or HC. Case injection into the coevolutionary teachset and population can be used to bias coevolution into producing build orders that beat specific opponents or play like specific players, while maintaining robustness. Finally, in this paper, we extend our representation by adding branching and iteration to the build-action sequence and show that this more complex representation enables coevolution to find stronger build orders. We believe this study is a start toward a promising approach for creating strong, robust build orders for RTS 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
实时策略游戏的协同进化鲁棒构建顺序迭代列表
我们研究并开发了一种共同进化方法,为即时战略游戏寻找强大的构建顺序。生产哪些单位以及生产它们的顺序是实时策略玩法的一个重要方面。在即时战略游戏中,制定解决单位生产问题的计划被称为“建造命令”。我们的研究比较了协同进化算法、遗传算法(GA)和爬山算法(HC)与穷举搜索产生的构建顺序。GAs找到最强的构建顺序,而协同进化产生比遗传算法或HC更健壮的构建顺序。将案例注入到共同进化的教学集和群体中,可以使共同进化偏向于产生打败特定对手或像特定玩家一样的构建顺序,同时保持健壮性。最后,在本文中,我们通过向构建-操作序列添加分支和迭代来扩展我们的表示,并表明这种更复杂的表示使共同进化能够找到更强的构建顺序。我们相信这项研究是为RTS游戏创造强大的构建命令的开端。
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
IEEE Transactions on Computational Intelligence and AI in Games
IEEE Transactions on Computational Intelligence and AI in Games COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
4.60
自引率
0.00%
发文量
0
审稿时长
>12 weeks
期刊介绍: Cessation. The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.
期刊最新文献
A User Trust System for Online Games—Part II: A Subjective Logic Approach for Trust Inference Accelerating Board Games Through Hardware/Software Codesign Creating AI Characters for Fighting Games Using Genetic Programming Multiagent Path Finding With Persistence Conflicts Changing Resources Available to Game Playing Agents: Another Relevant Design Factor in Agent Experiments
×
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