Tree Depth Influence in Genetic Programming for Generation of Competitive Agents for RTS Games
详细信息    查看全文
  • 作者:Pablo García-Sánchez (15)
    Antonio Fernández-Ares (15)
    Antonio M. Mora (15)
    Pedro A. Castillo (15)
    Jesús González (15)
    Juan Julián Merelo Guervós (15)
  • 刊名:Lecture Notes in Computer Science
  • 出版年:2014
  • 出版时间:2014
  • 年:2014
  • 卷:1
  • 期:1
  • 页码:411-421
  • 全文大小:219 KB
  • 参考文献:1. Lara-Cabrera, R., Cotta, C., Fernández-Leiva, A.J.: A procedural balanced map generator with self-adaptive complexity for the real-time strategy game planet wars. In: Esparcia-Alcázar, A.I. (ed.) EvoApplications 2013. LNCS, vol. 7835, pp. 274-83. Springer, Heidelberg (2013) CrossRef
    2. Mora, A.M., Fernández-Ares, A., Guervós, J.J.M., García-Sánchez, P., Fernandes, C.M.: Effect of noisy fitness in real-time strategy games player behaviour optimisation using evolutionary algorithms. J. Comput. Sci. Technol. 27(5), 1007-023 (2012) CrossRef
    3. Fernández-Ares, A., García-Sánchez, P., Mora, A.M., Guervós, J.J.M.: Adaptive bots for real-time strategy games via map characterization. In: 2012 IEEE Conference on Computational Intelligence and Games, CIG 2012, Granada, Spain, September 11-4, pp. 417-21. IEEE (2012)
    4. Koza, J.R.: Genetically breeding populations of computer programs to solve problems in artificial intelligence. In: Proceedings of the 2nd International IEEE Conference on Tools for Artificial Intelligence, pp. 819-27 (1990)
    5. Garcia-Sanchez, P., Merelo, J.J., Laredo, J.L.J., Mora, A.M., Castillo, P.A.: Evolving xslt stylesheets for document transformation. In: Rudolph, G., Jansen, T., Lucas, S., Poloni, C., Beume, N. (eds.) PPSN 2008. LNCS, vol. 5199, pp. 1021-030. Springer, Heidelberg (2008) CrossRef
    6. Lara-Cabrera, R., Cotta, C., Fernández-Leiva, A.J.: A review of computational intelligence in rts games. In: FOCI, pp. 114-21. IEEE (2013)
    7. Esparcia-Alcázar, A.I., García, A.I.M., García, A.M., Guervós, J.J.M., García-Sánchez, P.: Controlling bots in a first person shooter game using genetic algorithms. In: IEEE Congress on Evolutionary Computation, pp. 1-. IEEE (2010)
    8. Stanley, K.O., Bryant, B.D., Miikkulainen, R.: Real-time neuroevolution in the nero video game. In: IEEE Transactions on Evolutionary Computation, pp. 653-68 (2005)
    9. Mahlmann, T., Togelius, J., Yannakakis, G.N.: Spicing up map generation. In: Di Chio, C., et al. (eds.) EvoApplications 2012. LNCS, vol. 7248, pp. 224-33. Springer, Heidelberg (2012) CrossRef
    10. Sipper, M., Azaria, Y., Hauptman, A., Shichel, Y.: Designing an evolutionary strategizing machine for game playing and beyond. IEEE Transactions on Systems, Man and Cybernetics Part C: Applications and Reviews 37(4), 583-93 (2007) CrossRef
    11. Elyasaf, A., Hauptman, A., Sipper, M.: Evolutionary design of freecell solvers. IEEE Transactions on Computational Intelligence and AI in Games 4(4), 270-81 (2012) CrossRef
    12. Benbassat, A., Sipper, M.: Evolving both search and strategy for reversi players using genetic programming, 47-4 (2012)
    13. Brandstetter, M., Ahmadi, S.: Reactive control of ms. pac man using information retrieval based on genetic programming, 250-56 (2012)
    14. Wittkamp, M., Barone, L., While, L.: A comparison of genetic programming and look-up table learning for the game of spoof, 63-1 (2007)
    15. Esparcia-Alcázar, A.I., Moravec, J.: Fitness approximation for bot evolution in genetic programming. Soft Computing 17(8), 1479-487 (2013) CrossRef
    16. García-Sánchez, P., González, J., Castillo, P.A., Arenas, M.G., Guervós, J.J.M.: Service oriented evolutionary algorithms. Soft Comput. 17(6), 1059-075 (2013) CrossRef
  • 作者单位:Pablo García-Sánchez (15)
    Antonio Fernández-Ares (15)
    Antonio M. Mora (15)
    Pedro A. Castillo (15)
    Jesús González (15)
    Juan Julián Merelo Guervós (15)

    15. Department of Computer Architecture and Technology and CITIC-UGR, University of Granada, Granada, Spain
  • ISSN:1611-3349
文摘
This work presents the results obtained from comparing different tree depths in a Genetic Programming Algorithm to create agents that play the Planet Wars game. Three different maximum levels of the tree have been used (3, 7 and Unlimited) and two bots available in the literature, based on human expertise, and optimized by a Genetic Algorithm have been used for training and comparison. Results show that in average, the bots obtained using our method equal or outperform the previous ones, being the maximum depth of the tree a relevant parameter for the algorithm.

© 2004-2018 中国地质图书馆版权所有 京ICP备05064691号 京公网安备11010802017129号

地址:北京市海淀区学院路29号 邮编:100083

电话:办公室:(+86 10)66554848;文献借阅、咨询服务、科技查新:66554700