2005 IEEE Congress on Evolutionary Computation
DOI: 10.1109/cec.2005.1554997
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Finding Attack Strategies for Predator Swarms Using Genetic Algorithms

Abstract: Abstract-Behavior based architectures have many parameters that must be tuned to produce effective and believable agents. We use genetic algorithms to tune simple behavior based controllers for predators and prey. First, the predator tries to maximize area coverage in a large asymmetric arena with a large number of identically tuned peers. Second, the GA tunes the predator against a single prey agent. Then, we tune two predators against a single prey. The prey evolves against a default predator and an evolved … Show more

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Cited by 4 publications
(5 citation statements)
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“…Similar approaches are reported in Bahgeçi and Sahin (2005); Gauci, Chen, Dodd, and Groß (2014); Soysal, Bahçeci, and S ¸ahin (2007). Evolutionary algorithms have also been applied to synthesize other types of collective behaviors, such as foraging (Bahaidarah, Marjanovic, Rekabi-Bana, & Arvin, 2023;Hecker, Letendre, Stolleis, Washington, & Moses, 2012;Hiraga, Wei, & Ohkura, 2021;Pagliuca, Inglese, & Vitanza, 2023;Pagliuca, Milano, & Nolfi, 2020;Pagliuca & Nolfi, 2019;Pagliuca & Vitanza, 2023b;Witkowski & Ikegami, 2016), coordination (Baldassarre et al, 2007;Shibata & Fukuda, 1993;Sperati, Trianni, & Nolfi, 2008;Trianni, Nolfi, & Dorigo, 2006), formation (Roy, Maitra, & Bhattacharya, 2016;Stolfi & Danoy, 2022, anti-predator strategies (Kunz, Züblin, & Hemelrijk, 2006;Pagliuca & Vitanza, 2023b) or group predation (Leigh, Morelli, Louis, Nicolescu, & Miles, 2005;Von Moll, Androulakakis, Fuchs, & Vanderelst, 2020). In Sperati et al (2008) a genetic algorithm is employed to evolve coordinated behaviors in a group of three E-puck robots (Mondada et al, 2009).…”
Section: Introductionmentioning
confidence: 68%
“…Similar approaches are reported in Bahgeçi and Sahin (2005); Gauci, Chen, Dodd, and Groß (2014); Soysal, Bahçeci, and S ¸ahin (2007). Evolutionary algorithms have also been applied to synthesize other types of collective behaviors, such as foraging (Bahaidarah, Marjanovic, Rekabi-Bana, & Arvin, 2023;Hecker, Letendre, Stolleis, Washington, & Moses, 2012;Hiraga, Wei, & Ohkura, 2021;Pagliuca, Inglese, & Vitanza, 2023;Pagliuca, Milano, & Nolfi, 2020;Pagliuca & Nolfi, 2019;Pagliuca & Vitanza, 2023b;Witkowski & Ikegami, 2016), coordination (Baldassarre et al, 2007;Shibata & Fukuda, 1993;Sperati, Trianni, & Nolfi, 2008;Trianni, Nolfi, & Dorigo, 2006), formation (Roy, Maitra, & Bhattacharya, 2016;Stolfi & Danoy, 2022, anti-predator strategies (Kunz, Züblin, & Hemelrijk, 2006;Pagliuca & Vitanza, 2023b) or group predation (Leigh, Morelli, Louis, Nicolescu, & Miles, 2005;Von Moll, Androulakakis, Fuchs, & Vanderelst, 2020). In Sperati et al (2008) a genetic algorithm is employed to evolve coordinated behaviors in a group of three E-puck robots (Mondada et al, 2009).…”
Section: Introductionmentioning
confidence: 68%
“…Whereas Figure 5 is an example of an attack in group action produced when P1 = 0.53, P2 = 0.57, P3 = 1, P4 = 0.08, P5 = 0 and P6 = 1. The first test was conducted by comparing training time between the L-GCNN and NN methods [1]. Table 2 show the test results where NN training time is 33% faster than L-GCNN because L-GCNN has one neuron for each training data in the hidden layer where NN have fewer neurons in the hidden layer.…”
Section: New Smoothing Parametermentioning
confidence: 99%
“…Since the emergence of the ideas about artificial intelligence, games are one of the items that helped advance AI research [1]. Games not only cause interesting and complex problems for AI to solve, they also provide land for creativity and expression for users [2].…”
Section: Introductionmentioning
confidence: 99%
“…Fifteen of the top twenty rated games of 2007 are real-time continuous state games [7], and of the top ten selling games of 2007 half are realtime continuous state games [11]. Second, we have experience working in the domain of these games [12,13]. Third, real-time continuous state games have not been explored for research as much as turn-based discrete games [6,14,1].…”
Section: Adaptive Agentsmentioning
confidence: 99%