{"title":"使用遗传编程的进化驱动控制器","authors":"M. Ebner, Thorsten Tiede","doi":"10.1109/CIG.2009.5286465","DOIUrl":null,"url":null,"abstract":"Computational gaming requires the automatic generation of virtual opponents for different game levels. We have turned to artificial evolution to automatically generate such game players. In particular, we have used Genetic Programming to automatically evolve computer programs for computer gaming. With Genetic Programming, in theory, it is possible to generate any kind of program. The programs are not constrained as much as they are in other computational learning approaches, e.g. neural networks. We show how Genetic Programming improved upon a manually crafted race car driver (proportional controller). The open race car simulator TORCS was used to evaluate the virtual drivers.","PeriodicalId":358795,"journal":{"name":"2009 IEEE Symposium on Computational Intelligence and Games","volume":"51 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"31","resultStr":"{\"title\":\"Evolving driving controllers using Genetic Programming\",\"authors\":\"M. Ebner, Thorsten Tiede\",\"doi\":\"10.1109/CIG.2009.5286465\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Computational gaming requires the automatic generation of virtual opponents for different game levels. We have turned to artificial evolution to automatically generate such game players. In particular, we have used Genetic Programming to automatically evolve computer programs for computer gaming. With Genetic Programming, in theory, it is possible to generate any kind of program. The programs are not constrained as much as they are in other computational learning approaches, e.g. neural networks. We show how Genetic Programming improved upon a manually crafted race car driver (proportional controller). The open race car simulator TORCS was used to evaluate the virtual drivers.\",\"PeriodicalId\":358795,\"journal\":{\"name\":\"2009 IEEE Symposium on Computational Intelligence and Games\",\"volume\":\"51 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2009-09-07\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"31\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2009 IEEE Symposium on Computational Intelligence and Games\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CIG.2009.5286465\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 IEEE Symposium on Computational Intelligence and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CIG.2009.5286465","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Evolving driving controllers using Genetic Programming
Computational gaming requires the automatic generation of virtual opponents for different game levels. We have turned to artificial evolution to automatically generate such game players. In particular, we have used Genetic Programming to automatically evolve computer programs for computer gaming. With Genetic Programming, in theory, it is possible to generate any kind of program. The programs are not constrained as much as they are in other computational learning approaches, e.g. neural networks. We show how Genetic Programming improved upon a manually crafted race car driver (proportional controller). The open race car simulator TORCS was used to evaluate the virtual drivers.