2006 IEEE Symposium on Computational Intelligence and Games 2006
DOI: 10.1109/cig.2006.311684
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Towards the Co-Evolution of Influence Map Tree Based Strategy Game Players

Abstract: Abstract-We investigate the use of genetic algorithms to play real-time computer strategy games. To overcome the knowledge acquisition bottleneck found in using traditional expert systems, scripts, or decision trees we use genetic algorithms to evolve game players. The spatial decision makers in our game players use influence maps as a basic building block from which they construct and evolve trees containing complex game playing strategies. Information from influence map trees is combined with that from an A*… Show more

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Cited by 34 publications
(23 citation statements)
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“…Utilising a parallel Steady State GA to co-evolve populations of Influence Map-based Artificial Intelligence (IMAI) agents, each individual in a population represented all the parameters and coefficients for an IM Tree-based representation of game related resource allocations and tactical spatial reasoning. Extending previous research performed by Miles and Louis (2006), in which a GA was used to evolve both the allocation of resource units to game-related objectives and also to co-evolve the Influence Map Trees for tactical spatial reasoning, Miles et al (2007) found the co-evolved game agents were more than capable of beating hand-coded opponents agents within a relatively small number of generations of evolution and eventually evolved to be capable of beating human opponents (Miles et al 2007). …”
Section: Evolutionary Optimisation Of Influence Map-based Game Agent mentioning
confidence: 93%
“…Utilising a parallel Steady State GA to co-evolve populations of Influence Map-based Artificial Intelligence (IMAI) agents, each individual in a population represented all the parameters and coefficients for an IM Tree-based representation of game related resource allocations and tactical spatial reasoning. Extending previous research performed by Miles and Louis (2006), in which a GA was used to evolve both the allocation of resource units to game-related objectives and also to co-evolve the Influence Map Trees for tactical spatial reasoning, Miles et al (2007) found the co-evolved game agents were more than capable of beating hand-coded opponents agents within a relatively small number of generations of evolution and eventually evolved to be capable of beating human opponents (Miles et al 2007). …”
Section: Evolutionary Optimisation Of Influence Map-based Game Agent mentioning
confidence: 93%
“…Influence maps can be used to determine who is in control of a certain part of a map [5]. Conceptually, influence maps have some similarity with potential fields used in robotics to define motion control.…”
Section: A Decision Makingmentioning
confidence: 99%
“…In [8], an algorithm is proposed that determines where is the best place for Pac-Man to move, based on attractiveness of potential fields, taking into consideration the moving ghosts and dots to eat. In [5], the authors build influence maps into a tree form, where every leaf is a representation of the game state in form of an influence map. From there a genetic algorithm is used to investigate the best strategy.…”
Section: A Decision Makingmentioning
confidence: 99%
“…Miles and Louis use influence maps as nodes in trees to determine different game situations and as decision support system [12], [13]. These decisions are queued with priorities into a task queue.…”
Section: A Related Researchmentioning
confidence: 99%