• DocumentCode
    3683508
  • Title

    Combining pathfmding algorithm with Knowledge-based Monte-Carlo tree search in general video game playing

  • Author

    Chun Yin Chu;Hisaaki Hashizume;Zikun Guo;Tomohiro Harada;Ruck Thawonmas

  • Author_Institution
    Intelligent Computer Entertainment Laboratory, Ritsumeikan University, Shiga, Japan
  • fYear
    2015
  • Firstpage
    523
  • Lastpage
    529
  • Abstract
    This paper proposes a general video game playing AI that combines a pathfmding algorithm with Knowledge-based Fast-Evolutionary Monte-Carlo tree search (KB Fast-Evo MCTS). This AI is able to acquire knowledge of the game through simulation, select suitable targets on the map using the acquired knowledge, and head to the target in an efficient manner. In addition, improvements have been proposed to handle various features of the GVG-AI platform, including avatar type changes, portals and item usage. Experiments on the GVG-AI Competition framework has shown that our proposed AI can adapt to a wide range of video games, and performs better than the original KB Fast-Evo MCTS controller in 75% of all games tested, with a 64.2% improvement on the percentage of winning.
  • Keywords
    "Games","Missiles","Knowledge based systems","Monte Carlo methods","Knowledge acquisition"
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence and Games (CIG), 2015 IEEE Conference on
  • ISSN
    2325-4270
  • Electronic_ISBN
    2325-4289
  • Type

    conf

  • DOI
    10.1109/CIG.2015.7317898
  • Filename
    7317898