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Rolling horizon coevolutionary planning for two-player video games

Liu, J and Pérez-Liébana, D and Lucas, SM (2017) 'Rolling horizon coevolutionary planning for two-player video games.' 2016 8th Computer Science and Electronic Engineering Conference, CEEC 2016 - Conference Proceedings. 174 - 179.

RHCoevBattle2P.pdf - Accepted Version

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This paper describes a new algorithm for decision making in two-player real-time video games. As with Monte Carlo Tree Search, the algorithm can be used without heuristics and has been developed for use in general video game AI. The approach is to extend recent work on rolling horizon evolutionary planning, which has been shown to work well for single-player games, to two (or in principle many) player games. To select an action the algorithm co-evolves two (or in the general case N) populations, one for each player, where each individual is a sequence of actions for the respective player. The fitness of each individual is evaluated by playing it against a selection of action-sequences from the opposing population. When choosing an action to take in the game, the first action is chosen from the fittest member of the population for that player. The new algorithm is compared with a number of general video game AI algorithms on a two-player space battle game, with promising results.

Item Type: Article
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Divisions: Faculty of Science and Health > Computer Science and Electronic Engineering, School of
Depositing User: Diego Perez Liebana
Date Deposited: 22 Feb 2017 15:09
Last Modified: 30 Mar 2021 16:15

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