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-reviewOpen access
Publication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewHost publication Subtitle
19th European Conference, EvoApplications 2016 Porto, Portugal, March 30 – April 1, 2016 Proceedings, Part IOriginal language
EnglishPages from-to (Number of pages)
Pages 590-603Publication milestones
- Published - 15/03/2016
Publication status
Published - 15/03/2016
Publisher
Springer, United States, GermanyBook series
- Book series name: Lecture Notes in Computer Science
Volume: 9597
ISSN: 0302-9743
ISBN (Electronic)
978-3-319-31204-0Publication IDs
- Scopus: 84961750938
Host publication title
Applications of Evolutionary ComputationAbstract
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.
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Accepted author manuscript, 997.37 KB
