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Evolutionary Behavior Tree Approaches for Navigating Platform Games

机译:导航平台游戏的进化行为树方法

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摘要

Computer games are highly dynamic environments, where players are faced with a multitude of potentially unseen scenarios. In this paper, AI controllers are applied to the Mario AI benchmark platform, by using the grammatical evolution system to evolve behavior tree structures. These controllers are either evolved to both deal with navigation and reactiveness to elements of the game or used in conjunction with a dynamic A* approach. The results obtained highlight the applicability of behavior trees as representations for evolutionary computation and their flexibility for incorporation of diverse algorithms to deal with specific aspects of bot control in game environments.
机译:电脑游戏是高度动态的环境,玩家需要面对许多潜在的看不见的场景。本文通过使用语法进化系统来进化行为树结构,将AI控制器应用于Mario AI基准测试平台。这些控制器经过改进可以处理导航和对游戏元素的反应性,也可以与动态A *方法结合使用。获得的结果突出了行为树作为进化计算表示的适用性,以及它们在结合各种算法以应对游戏环境中机器人控制的特定方面时的灵活性。

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