Hendrik Horn, Vanessa Volz, Diego Perez Liebana, M. Preuss
{"title":"MCTS/EA混合GVGAI玩家和游戏难度估算","authors":"Hendrik Horn, Vanessa Volz, Diego Perez Liebana, M. Preuss","doi":"10.1109/CIG.2016.7860384","DOIUrl":null,"url":null,"abstract":"In the General Video Game Playing competitions of the last years, Monte-Carlo tree search as well as Evolutionary Algorithm based controllers have been successful. However, both approaches have certain weaknesses, suggesting that certain hybrids could outperform both. We envision and experimentally compare several types of hybrids of two basic approaches, as well as some possible extensions. In order to achieve a better understanding of the games in the competition and the strength and weaknesses of different controllers, we also propose and apply a novel game difficulty estimation scheme based on several observable game characteristics.","PeriodicalId":6594,"journal":{"name":"2016 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"255 1","pages":"1-8"},"PeriodicalIF":0.0000,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"23","resultStr":"{\"title\":\"MCTS/EA hybrid GVGAI players and game difficulty estimation\",\"authors\":\"Hendrik Horn, Vanessa Volz, Diego Perez Liebana, M. Preuss\",\"doi\":\"10.1109/CIG.2016.7860384\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In the General Video Game Playing competitions of the last years, Monte-Carlo tree search as well as Evolutionary Algorithm based controllers have been successful. However, both approaches have certain weaknesses, suggesting that certain hybrids could outperform both. We envision and experimentally compare several types of hybrids of two basic approaches, as well as some possible extensions. In order to achieve a better understanding of the games in the competition and the strength and weaknesses of different controllers, we also propose and apply a novel game difficulty estimation scheme based on several observable game characteristics.\",\"PeriodicalId\":6594,\"journal\":{\"name\":\"2016 IEEE Conference on Computational Intelligence and Games (CIG)\",\"volume\":\"255 1\",\"pages\":\"1-8\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"23\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 IEEE Conference on Computational Intelligence and Games (CIG)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CIG.2016.7860384\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 IEEE Conference on Computational Intelligence and Games (CIG)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CIG.2016.7860384","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
MCTS/EA hybrid GVGAI players and game difficulty estimation
In the General Video Game Playing competitions of the last years, Monte-Carlo tree search as well as Evolutionary Algorithm based controllers have been successful. However, both approaches have certain weaknesses, suggesting that certain hybrids could outperform both. We envision and experimentally compare several types of hybrids of two basic approaches, as well as some possible extensions. In order to achieve a better understanding of the games in the competition and the strength and weaknesses of different controllers, we also propose and apply a novel game difficulty estimation scheme based on several observable game characteristics.