Skip to search boxSkip to navigationSkip to main content

Online evolution for multi-action adversarial games

  • Niels Orsleff Justesen
    ,
  • Tobias Mahlmann
    ,
  • Julian Togelius
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Open access

Publication Information

Output type

Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Host publication Subtitle

19th European Conference, EvoApplications 2016 Porto, Portugal, March 30 – April 1, 2016 Proceedings, Part I

Original language

English

Pages from-to (Number of pages)

Pages 590-603

Publication milestones

  • Published - 15/03/2016

Publication status

Published - 15/03/2016

Publisher

Springer, United States, Germany

Book series

  • Book series name: Lecture Notes in Computer Science
    Volume: 9597
    ISSN: 0302-9743

ISBN (Electronic)

978-3-319-31204-0

Publication IDs

  • Scopus: 84961750938

Host publication title

Applications of Evolutionary Computation

Abstract

We present Online Evolution, a novel method for playing turn-based multi-action adversarial games. Such games, which include most strategy games, have extremely high branching factors due to each turn having multiple actions. In Online Evolution, an evolutionary algorithm is used to evolve the combination of atomic actions that make up a single move, with a state evaluation function used for fitness. We implement Online Evolution for the turn-based multi-action game Hero Academy and compare it with a standard Monte Carlo Tree Search implementation as well as two types of greedy algorithms. Online Evolution is shown to outperform these methods by a large margin. This shows that evolutionary planning on the level of a single move can be very effective for this sort of problems.

Publication metrics

PlumX, opens in new tab

Captures
45
Citations
28