124 research outputs found

    Coevolutionary Approaches to Generating Robust Build-Orders for Real-Time Strategy Games

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    We aim to find winning build-orders for Real-Time Strategy games. Real-Time Strategy games provide a variety of challenges, from short-term control to longer term planning. We focus on a longer-term planning problem; which units to build and in what order to produce the units so a player successfully defeats the opponent. Plans which address unit construction scheduling problems in Real-Time Strategy games are called build-orders. A robust build-order defeats many opponents, while a strong build-order defeats opponents quickly. However, no single build-order defeats all other build-orders, and build-orders that defeat many opponents may still lose against a specific opponent. Other researchers have only investigated generating build-orders that defeat a specific opponent, rather than finding robust, strong build-orders. Additionally, previous research has not applied coevolutionary algorithms towards generating build-orders. In contrast, our research has three main contributions towards finding robust, strong build-orders. First, we apply a coevolutionary algorithm towards finding robust build-orders. Compared to exhaustive search, a genetic algorithm finds the strongest build-orders while a coevolutionary algorithm finds more robust build-orders. Second, we show that case-injection enables coevolution to learn from specific opponents while maintaining robustness. Build-orders produced with coevolution and case-injection learn to defeat or play like the injected build-orders. Third, we show that coevolved build-orders benefit from a representation which includes branches and loops. Coevolution will utilize multiple branches and loops to create build-orders that are stronger than build-orders without loops and branches. We believe this work provides evidence that coevolutionary algorithms may be a viable approach to creating robust, strong build-orders for Real-Time Strategy games

    Learning Dynamic Network Models for Complex Social Systems

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    Human societies are inherently complex and highly dynamic, resulting in rapidly changing social networks, containing multiple types of dyadic interactions. Analyzing these time-varying multiplex networks with approaches developed for static, single layer networks often produces poor results. To address this problem, our approach is to explicitly learn the dynamics of these complex networks. This dissertation focuses on five problems: 1) learning link formation rates; 2) predicting changes in community membership; 3) using time series to predict changes in network structure; 4) modeling coevolution patterns across network layers and 5) extracting information from negative layers of a multiplex network. To study these problems, we created a rich dataset extracted from observing social interactions in the massively multiplayer online game Travian. Most online social media platforms are optimized to support a limited range of social interactions, primarily focusing on communication and information sharing. In contrast, relations in massively-multiplayer online games (MMOGs) are often formed during the course of gameplay and evolve as the game progresses. To analyze the players\u27 behavior, we constructed multiplex networks with link types for raid, communication, and trading. The contributions of this dissertation include 1) extensive experiments on the dynamics of networks formed from diverse social processes; 2) new game theoretic models for community detection in dynamic networks; 3) supervised and unsupervised methods for link prediction in multiplex coevolving networks for both positive and negative links. We demonstrate that our holistic approach for modeling network dynamics in coevolving, multiplex networks outperforms factored methods that separately consider temporal and cross-layer patterns

    Evolving Effective Micro Behaviors for Real-Time Strategy Games

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    Real-Time Strategy games have become a new frontier of artificial intelligence research. Advances in real-time strategy game AI, like with chess and checkers before, will significantly advance the state of the art in AI research. This thesis aims to investigate using heuristic search algorithms to generate effective micro behaviors in combat scenarios for real-time strategy games. Macro and micro management are two key aspects of real-time strategy games. While good macro helps a player collect more resources and build more units, good micro helps a player win skirmishes against equal numbers of opponent units or win even when outnumbered. In this research, we use influence maps and potential fields as a basis representation to evolve micro behaviors. We first compare genetic algorithms against two types of hill climbers for generating competitive unit micro management. Second, we investigated the use of case-injected genetic algorithms to quickly and reliably generate high quality micro behaviors. Then we compactly encoded micro behaviors including influence maps, potential fields, and reactive control into fourteen parameters and used genetic algorithms to search for a complete micro bot, ECSLBot. We compare the performance of our ECSLBot with two state of the art bots, UAlbertaBot and Nova, on several skirmish scenarios in a popular real-time strategy game StarCraft. The results show that the ECSLBot tuned by genetic algorithms outperforms UAlbertaBot and Nova in kiting efficiency, target selection, and fleeing. In addition, the same approach works to create competitive micro behaviors in another game SeaCraft. Using parallelized genetic algorithms to evolve parameters in SeaCraft we are able to speed up the evolutionary process from twenty one hours to nine minutes. We believe this work provides evidence that genetic algorithms and our representation may be a viable approach to creating effective micro behaviors for winning skirmishes in real-time strategy games

    Attribute Equilibrium Dominance Reduction Accelerator (DCCAEDR) Based on Distributed Coevolutionary Cloud and Its Application in Medical Records

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    © 2013 IEEE. Aimed at the tremendous challenge of attribute reduction for big data mining and knowledge discovery, we propose a new attribute equilibrium dominance reduction accelerator (DCCAEDR) based on the distributed coevolutionary cloud model. First, the framework of N-populations distributed coevolutionary MapReduce model is designed to divide the entire population into N subpopulations, sharing the reward of different subpopulations' solutions under a MapReduce cloud mechanism. Because the adaptive balancing between exploration and exploitation can be achieved in a better way, the reduction performance is guaranteed to be the same as those using the whole independent data set. Second, a novel Nash equilibrium dominance strategy of elitists under the N bounded rationality regions is adopted to assist the subpopulations necessary to attain the stable status of Nash equilibrium dominance. This further enhances the accelerator's robustness against complex noise on big data. Third, the approximation parallelism mechanism based on MapReduce is constructed to implement rule reduction by accelerating the computation of attribute equivalence classes. Consequently, the entire attribute reduction set with the equilibrium dominance solution can be achieved. Extensive simulation results have been used to illustrate the effectiveness and robustness of the proposed DCCAEDR accelerator for attribute reduction on big data. Furthermore, the DCCAEDR is applied to solve attribute reduction for traditional Chinese medical records and to segment cortical surfaces of the neonatal brain 3-D-MRI records, and the DCCAEDR shows the superior competitive results, when compared with the representative algorithms

    Shared Nearest-Neighbor Quantum Game-Based Attribute Reduction with Hierarchical Coevolutionary Spark and Its Application in Consistent Segmentation of Neonatal Cerebral Cortical Surfaces

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    © 2012 IEEE. The unprecedented increase in data volume has become a severe challenge for conventional patterns of data mining and learning systems tasked with handling big data. The recently introduced Spark platform is a new processing method for big data analysis and related learning systems, which has attracted increasing attention from both the scientific community and industry. In this paper, we propose a shared nearest-neighbor quantum game-based attribute reduction (SNNQGAR) algorithm that incorporates the hierarchical coevolutionary Spark model. We first present a shared coevolutionary nearest-neighbor hierarchy with self-evolving compensation that considers the features of nearest-neighborhood attribute subsets and calculates the similarity between attribute subsets according to the shared neighbor information of attribute sample points. We then present a novel attribute weight tensor model to generate ranking vectors of attributes and apply them to balance the relative contributions of different neighborhood attribute subsets. To optimize the model, we propose an embedded quantum equilibrium game paradigm (QEGP) to ensure that noisy attributes do not degrade the big data reduction results. A combination of the hierarchical coevolutionary Spark model and an improved MapReduce framework is then constructed that it can better parallelize the SNNQGAR to efficiently determine the preferred reduction solutions of the distributed attribute subsets. The experimental comparisons demonstrate the superior performance of the SNNQGAR, which outperforms most of the state-of-the-art attribute reduction algorithms. Moreover, the results indicate that the SNNQGAR can be successfully applied to segment overlapping and interdependent fuzzy cerebral tissues, and it exhibits a stable and consistent segmentation performance for neonatal cerebral cortical surfaces

    X-Machines for Agent-Based Modeling

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    This book discusses various aspects of agent-based modeling and simulation using FLAME (Flexible Large-scale Agent-Based Modeling Environment) which is a popular agent-based modeling environment that enables automatic parallelization of models. Along with a focus on the software engineering principles in building agent-based models, the book comprehensively discusses how models can be written for various domains including biology, economics and social networks. The book also includes examples to guide readers on how to write their own models

    Harnessing Teamwork in Networks: Prediction, Optimization, and Explanation

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    abstract: Teams are increasingly indispensable to achievements in any organizations. Despite the organizations' substantial dependency on teams, fundamental knowledge about the conduct of team-enabled operations is lacking, especially at the {\it social, cognitive} and {\it information} level in relation to team performance and network dynamics. The goal of this dissertation is to create new instruments to {\it predict}, {\it optimize} and {\it explain} teams' performance in the context of composite networks (i.e., social-cognitive-information networks). Understanding the dynamic mechanisms that drive the success of high-performing teams can provide the key insights into building the best teams and hence lift the productivity and profitability of the organizations. For this purpose, novel predictive models to forecast the long-term performance of teams ({\it point prediction}) as well as the pathway to impact ({\it trajectory prediction}) have been developed. A joint predictive model by exploring the relationship between team level and individual level performances has also been proposed. For an existing team, it is often desirable to optimize its performance through expanding the team by bringing a new team member with certain expertise, or finding a new candidate to replace an existing under-performing member. I have developed graph kernel based performance optimization algorithms by considering both the structural matching and skill matching to solve the above enhancement scenarios. I have also worked towards real time team optimization by leveraging reinforcement learning techniques. With the increased complexity of the machine learning models for predicting and optimizing teams, it is critical to acquire a deeper understanding of model behavior. For this purpose, I have investigated {\em explainable prediction} -- to provide explanation behind a performance prediction and {\em explainable optimization} -- to give reasons why the model recommendations are good candidates for certain enhancement scenarios.Dissertation/ThesisDoctoral Dissertation Computer Science 201

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 4: Learning, Technology, Thinking

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 4 includes papers from Learning, Technology and Thinking tracks of the conference
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