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
Link To Document