2,465 research outputs found
Game AI Research with Fast Planet Wars Variants
© 2018 IEEE. This paper describes a new implementation of Planet Wars, designed from the outset for Game AI research. The skill-depth of the game makes it a challenge for game-playing agents, and the speed of more than 1 million game ticks per second enables rapid experimentation and prototyping. The parameterised nature of the game together with an interchangeable actuator model make it well suited to automated game tuning. The game is designed to be fun to play for humans, and is directly playable by General Video Game AI agents
Weighting NTBEA for Game AI Optimisation
The N-Tuple Bandit Evolutionary Algorithm (NTBEA) has proven very effective
in optimising algorithm parameters in Game AI. A potential weakness is the use
of a simple average of all component Tuples in the model. This study
investigates a refinement to the N-Tuple model used in NTBEA by weighting these
component Tuples by their level of information and specificity of match. We
introduce weighting functions to the model to obtain Weighted- NTBEA and test
this on four benchmark functions and two game environments. These tests show
that vanilla NTBEA is the most reliable and performant of the algorithms
tested. Furthermore we show that given an iteration budget it is better to
execute several independent NTBEA runs, and use part of the budget to find the
best recommendation from these runs
Mustang Daily, February 4, 1971
Student newspaper of California Polytechnic State University, San Luis Obispo, CA.https://digitalcommons.calpoly.edu/studentnewspaper/2642/thumbnail.jp
Advancements in Safe Deep Reinforcement Learning for Real-Time Strategy Games and Industry Applications
publishedVersio
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