GAMER: A Genetic Algorithm with Motion Encoding Reuse for Action-Adventure Video Games

Genetic Algorithms (GAs) have been predominantly used in video games for finding the best possible sequence of actions that leads to a win condition. This work sets out to investigate an alternative application of GAs on action-adventure type video games. The main intuition is to encode actions depending on the state of the world of the game instead of the sequence of actions, like most of the other GA approaches do. Additionally, a methodology is being introduced which modifies a part of the agent’s logic and reuses it in another game. The proposed algorithm has been implemented in the GVG-AI competition’s framework and more specifically for the Zelda and Portals games. The obtained results, in terms of average score and win percentage, seem quite satisfactory and highlight the advantages of the suggested technique, especially when compared to a rolling horizon GA implementation of the aforementioned framework; firstly, the agent is efficient at various levels (different world topologies) after being trained in only one of them and secondly, the agent may be generalized to play more games of the same category.

[1]  Simon M. Lucas,et al.  Rolling horizon evolution versus tree search for navigation in single-player real-time games , 2013, GECCO '13.

[2]  Rafael S. Parpinelli,et al.  Playing the Original Game Boy Tetris Using a Real Coded Genetic Algorithm , 2017, 2017 Brazilian Conference on Intelligent Systems (BRACIS).

[3]  Murray Campbell,et al.  Deep Blue , 2002, Artif. Intell..

[4]  Darryl Charles,et al.  Machine learning in digital games: a survey , 2008, Artificial Intelligence Review.

[5]  Eric O. Postma,et al.  Improved opponent intelligence trough offline learning , 2003, Int. J. Intell. Games Simul..

[6]  Ying-ping Chen,et al.  Learning to select actions in starcraft with genetic algorithms , 2016, 2016 Conference on Technologies and Applications of Artificial Intelligence (TAAI).

[7]  Julian Togelius,et al.  General Video Game AI: Competition, Challenges and Opportunities , 2016, AAAI.

[8]  Giovanna Martínez-Arellano,et al.  Creating AI Characters for Fighting Games Using Genetic Programming , 2017, IEEE Transactions on Computational Intelligence and AI in Games.

[9]  Xi Chen,et al.  Evolution Strategies as a Scalable Alternative to Reinforcement Learning , 2017, ArXiv.

[10]  Demis Hassabis,et al.  Mastering the game of Go with deep neural networks and tree search , 2016, Nature.

[11]  Simon M. Lucas,et al.  General Video Game for 2 players: Framework and competition , 2016, 2016 8th Computer Science and Electronic Engineering (CEEC).

[12]  Risto Miikkulainen,et al.  Real-time neuroevolution in the NERO video game , 2005, IEEE Transactions on Evolutionary Computation.

[13]  Juan Julián Merelo Guervós,et al.  Evolving Bot AI in UnrealTM , 2010, EvoApplications.

[14]  Jörg Denzinger,et al.  Evolutionary online learning of cooperative behavior with situation-action pairs , 2000, Proceedings Fourth International Conference on MultiAgent Systems.

[15]  Julian Togelius,et al.  Ieee Transactions on Computational Intelligence and Ai in Games the 2014 General Video Game Playing Competition , 2022 .