Analysing the fitness landscape of an abstract real-time strategy game

David Keaveney, Colm O'Riordan

Research output: Chapter in Book or Conference Publication/ProceedingConference Publicationpeer-review

3 Citations (Scopus)

Abstract

The aim of this work is to analyse the fitness landscape described by our testbed game for high-level Real-Time Strategy (RTS) games. We wish to identify whether a dominant strategy exists or an evolutionary cycle of best strategies. We briefly discuss the need for better AI in RTS games and how, we believe, techniques used in board-game research can be applied to this domain. We then outline a multiagent system (MAS) based player for this game and our use of genetic programming to allow our player to learn strategies for the game. We perform two seperate runs of co-evolution for this player and then analyse the evolutionary history of both runs to help understand the fitness landscape of our coordination problem and identify important aspect of these successful and robust strategies.

Original languageEnglish
Title of host publication9th International Conference on Intelligent Games and Simulation, GAME-ON 2008
Pages51-55
Number of pages5
Publication statusPublished - 2008
Event9th International Conference on Intelligent Games and Simulation, GAME-ON 2008 - Valencia, Spain
Duration: 17 Nov 200819 Nov 2008

Publication series

Name9th International Conference on Intelligent Games and Simulation, GAME-ON 2008

Conference

Conference9th International Conference on Intelligent Games and Simulation, GAME-ON 2008
Country/TerritorySpain
CityValencia
Period17/11/0819/11/08

Keywords

  • Genetic programming
  • Multiagent system
  • Real-time strategy

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