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대전 액션 게임에서 유전자 알고리즘을 이용한 지능 캐릭터의 복수 경로 탐색

Genetic Algorithm based Multiple Paths Search for Intelligent Character in Fighting Action Game

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참고문헌

키워드

주제분류학제간연구

초록

본 논문에서는 대전형 액션 게임에서 지능 캐릭터의 복수 이동경로를 탐색하기 위하여 유전자 알고리즘을 적용하였다. 유전자 알고리즘에서 근접한 여러 개의 경로를 탐색할 때 문제가 발생하기 때문에 본 논문에서는 이를 해결하기 위해 근접밀도를 도입하였다. 탐색된 경로들 간의 간섭을 배제하기 위하여 간섭도를 적용하였다. 그리고 탐색 성능이 저하되는 것을 방지하기 위하여 엘리트 보존 전략도 적용하여 시뮬레이션 하였다. 시뮬레이션 결과 간섭이 없는 복수 경로를 탐색하였으며 엘리트 보존 전략을 도입한 경우에 경로수가 많아질수록 성능향상을 보였다.

Abstract

This study applied genetic algorithm in order to search an intelligence character's multiple paths in fighting action game. There arises a problem when searching several adjoining routes in genetic algorithm. This study introduced proximity density to solve such a problem. In addition, this study applied interference density in order to exclude the interference between the searched routes. In addition, this research carried out simulation by applying the elite preservation strategy to prevent the lowering of searching capability. As a result of conducting simulation, this research searched interference-free multiple paths, and in case the elite preservation strategy was applied, the more the number of routes, there came out an increase in capabilities.

참고문헌 (10)

  1. Korns, Michael, "Large-Scale, Time - Constrained,Symbolic Regression - Classification, in Genetic Programming Theory and Practice V" (2007), Springer
  2. D. Whitley, "Messy Genetic Algorithms for Subset Feature Selection", International Conference on Genetic Algorithms (1997)
  3. Darrell Whitley, "An Overview of Evolutionary Algorithms", Journal of Information and Software Technology, 43, pp.817~831 (2005)
  4. Shu-HengChen, "Genetic Programming: An Emerging Engineering Tool", International Journal of Knowledge-based Intelligent Engineering System, 12(1), pp.1~2 (2008)
  5. Micheal van Lent, "Developing an artificial Intelligence Engine", Proc. of the Game Developers Conference, pp.577~588 (1999)
  6. john E. laird, "Creating Human-like Synthetic Characters with Multiple Skill Levels", Symposium AAAI (2004)
  7. Brian Magerko, "AI Character and Directors for Interactive Computer Games", Proc. AAAI (2004)
  8. Laura Barbulescu, "Dynamic Representations and Escaping Local Optima: Improving Genetic Algorithms and Local Search", Seventeenth National Conference on Artificial Intelligence (AAAI), pp.879~884 (2000)
  9. L. Bai, "Automated Shape Composition Based on Cell Biology and Distributed Genetic Programming", Proceedings of the 10th annual conference on Genetic and evolutionary computation (2008)
  10. T.N.Bui, "On multi Dimensional encoding", crossover, 1995, 49~56

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