基于遗传算法的《魔兽争霸3》实时策略游戏进化神经控制器

Chang Kee Tong, C. K. On, J. Teo, A. Kiring
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引用次数: 16

摘要

本文介绍了利用遗传算法(GA)技术来进化一组人工神经网络(ann)权重的研究结果,这些权重在RTS游戏《战争工艺3》(自定义地图)中作为控制器来决定应该生成哪种类型的单位以战胜对手。在优化过程中运用精英主义的概念,以避免丢失好的解。实验结果清楚地表明,一组混合随机对手可以被生成的AI军队击败。因此,这证明了遗传算法能够作为一种调整技术,在RTS游戏中生成所需的控制器。此外,所生成的神经控制器能够决定用于击败对手的最佳军队群。
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Evolving Neural Controllers Using GA for Warcraft 3-Real Time Strategy Game
This paper presents the research results found for the utilization of a Genetic Algorithm (GA) technique in evolving a set of Artificial Neural Networks (ANNs) weights which functions as controller in deciding what type of unit that should be spawned for winning against the opponent in a RTS game called War craft 3 (custom map). The elitism concept is applied during the optimization processes in order to avoid losing good solutions. The experimentation results show clearly a group of mixed randomized opponent can be defeated by the generated AI army. Hence, it is proof that GA is capable to act as a tuning technique in generating the required controllers in RTS game. Furthermore, the neural controllers generated are able to decide the best group of army used in defeating the opponent.
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