MCTS/EA混合GVGAI玩家和游戏难度估算

Hendrik Horn, Vanessa Volz, Diego Perez Liebana, M. Preuss
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引用次数: 23

摘要

在过去几年的通用电子游戏比赛中,蒙特卡洛树搜索和基于进化算法的控制器都取得了成功。然而,这两种方法都有一定的弱点,这表明某些混合方法可能比这两种方法都要好。我们设想并实验比较了两种基本方法的几种混合类型,以及一些可能的扩展。为了更好地理解比赛中的游戏和不同控制器的优缺点,我们还提出并应用了一种基于几个可观察游戏特征的游戏难度估计方案。
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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.
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