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This paper presents the design and evaluation of a full AI controller for Real-Time Strategy (RTS) games using techniques from Evolutionary Computing (EC). The design is novel in its use of a modified Pareto Differential Evolution (PDE) algorithm for bi-objective optimization of the weights of an Artificial Neural Network (ANN) controller when only single-objective optimization has so far been studied...
This paper demonstrates the research results obtained for the application of Differential Evolution (DE) algorithm in a well known real time strategy game, namely Warcraft 3. The DE algorithm is one of the global optimizers that commonly used in solving real-time problems. In this work, the DE algorithm is combined with the conventional feed-forward artificial neural network in optimizing the solutions...
This paper presents the research results found for the utilization of a Genetic Algorithm (GA) technique in evolving a set of Artificial Neural Networks (ANNs) weights which functions as controller in deciding what type of unit that should be spawned for winning against the opponent in a RTS game called War craft 3 (custom map). The elitism concept is applied during the optimization processes in order...
The implementation of Artificial Intelligence (AI)in 3-Dimensional (3D) First Person Shooter (FPS) game is quite general nowadays. Most of the conventional AI bots created are mostly from hard coded AI bots. Hence, it has limited the dynamicity of the AI bots and therefore it brings to a fixed strategy for gaming. The main focus of this paper is to discuss the methodologies used in generating the...
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