An empirical study on collective intelligence algorithms for video games problem-solving
Computational intelligence (CI), such as evolutionary computation or swarm intelligence methods, is a set of bio-inspired algorithms that have been widely used to solve problems in areas like planning, scheduling or constraint satisfaction problems. Constrained satisfaction problems (CSP) have taken...
| Autores: | , , |
|---|---|
| Tipo de recurso: | artículo |
| Fecha de publicación: | 2015 |
| País: | España |
| Institución: | Universidad Autónoma de Madrid |
| Repositorio: | Biblos-e Archivo. Repositorio Institucional de la UAM |
| Idioma: | inglés |
| OAI Identifier: | oai:repositorio.uam.es:10486/674486 |
| Acceso en línea: | http://hdl.handle.net/10486/674486 |
| Access Level: | acceso abierto |
| Palabra clave: | Collective intelligence Ant colony optimization Genetic algorithms Video games solving algorithms Lemmings video game Informática |
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An empirical study on collective intelligence algorithms for video games problem-solvingGonzález-Pardo, AntonioPalero, FernandoCamacho, DavidCollective intelligenceAnt colony optimizationGenetic algorithmsVideo games solving algorithmsLemmings video gameInformáticaComputational intelligence (CI), such as evolutionary computation or swarm intelligence methods, is a set of bio-inspired algorithms that have been widely used to solve problems in areas like planning, scheduling or constraint satisfaction problems. Constrained satisfaction problems (CSP) have taken an important attention from the research community due to their applicability to real problems. Any CSP problem is usually modelled as a constrained graph where the edges represent a set of restrictions that must be verified by the variables (represented as nodes in the graph) which will define the solution of the problem. This paper studies the performance of two particular CI algorithms, ant colony optimization (ACO) and genetic algorithms (GA), when dealing with graph-constrained models in video games problems. As an application domain, the "Lemmings" video game has been selected, where a set of lemmings must reach the exit point of each level. In order to do that, each level is represented as a graph where the edges store the allowed movements inside the world. The goal of the algorithms is to assign the best skills in each position on a particular level, to guide the lemmings to reach the exit. The paper describes how the ACO and GA algorithms have been modelled and applied to the selected video game. Finally, a complete experimental comparison between both algorithms, based on the number of solutions found and the levels solved, is analysed to study the behaviour of those algorithms in the proposed domain.This work is supported by the Spanish Ministry of Science and Education under Project Code TIN2014-56494-C4-4-P, Comunidad Autonoma de Madrid under project CIBERDINE S2013/ICE-3095, and Savier an Airbus Defense & Space project (FUAM-076914 and FUAM-076915).Slovak Academy of SciencesDepartamento de Ingeniería InformáticaEscuela Politécnica SuperiorAnálisis de Datos e Inteligencia Aplicada (ING EPS-012)20152015-01-01research articlehttp://purl.org/coar/resource_type/c_2df8fbb1VoRhttp://purl.org/coar/version/c_970fb48d4fbd8a85info:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10486/674486reponame:Biblos-e Archivo. Repositorio Institucional de la UAMinstname:Universidad Autónoma de MadridInglésengopen accesshttp://purl.org/coar/access_right/c_abf2info:eu-repo/semantics/openAccessoai:repositorio.uam.es:10486/6744862026-06-23T12:46:27Z |
| dc.title.none.fl_str_mv |
An empirical study on collective intelligence algorithms for video games problem-solving |
| title |
An empirical study on collective intelligence algorithms for video games problem-solving |
| spellingShingle |
An empirical study on collective intelligence algorithms for video games problem-solving González-Pardo, Antonio Collective intelligence Ant colony optimization Genetic algorithms Video games solving algorithms Lemmings video game Informática |
| title_short |
An empirical study on collective intelligence algorithms for video games problem-solving |
| title_full |
An empirical study on collective intelligence algorithms for video games problem-solving |
| title_fullStr |
An empirical study on collective intelligence algorithms for video games problem-solving |
| title_full_unstemmed |
An empirical study on collective intelligence algorithms for video games problem-solving |
| title_sort |
An empirical study on collective intelligence algorithms for video games problem-solving |
| dc.creator.none.fl_str_mv |
González-Pardo, Antonio Palero, Fernando Camacho, David |
| author |
González-Pardo, Antonio |
| author_facet |
González-Pardo, Antonio Palero, Fernando Camacho, David |
| author_role |
author |
| author2 |
Palero, Fernando Camacho, David |
| author2_role |
author author |
| dc.contributor.none.fl_str_mv |
Departamento de Ingeniería Informática Escuela Politécnica Superior Análisis de Datos e Inteligencia Aplicada (ING EPS-012) |
| dc.subject.none.fl_str_mv |
Collective intelligence Ant colony optimization Genetic algorithms Video games solving algorithms Lemmings video game Informática |
| topic |
Collective intelligence Ant colony optimization Genetic algorithms Video games solving algorithms Lemmings video game Informática |
| description |
Computational intelligence (CI), such as evolutionary computation or swarm intelligence methods, is a set of bio-inspired algorithms that have been widely used to solve problems in areas like planning, scheduling or constraint satisfaction problems. Constrained satisfaction problems (CSP) have taken an important attention from the research community due to their applicability to real problems. Any CSP problem is usually modelled as a constrained graph where the edges represent a set of restrictions that must be verified by the variables (represented as nodes in the graph) which will define the solution of the problem. This paper studies the performance of two particular CI algorithms, ant colony optimization (ACO) and genetic algorithms (GA), when dealing with graph-constrained models in video games problems. As an application domain, the "Lemmings" video game has been selected, where a set of lemmings must reach the exit point of each level. In order to do that, each level is represented as a graph where the edges store the allowed movements inside the world. The goal of the algorithms is to assign the best skills in each position on a particular level, to guide the lemmings to reach the exit. The paper describes how the ACO and GA algorithms have been modelled and applied to the selected video game. Finally, a complete experimental comparison between both algorithms, based on the number of solutions found and the levels solved, is analysed to study the behaviour of those algorithms in the proposed domain. |
| publishDate |
2015 |
| dc.date.none.fl_str_mv |
2015 2015-01-01 |
| dc.type.none.fl_str_mv |
research article http://purl.org/coar/resource_type/c_2df8fbb1 VoR http://purl.org/coar/version/c_970fb48d4fbd8a85 |
| dc.type.openaire.fl_str_mv |
info:eu-repo/semantics/article |
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article |
| dc.identifier.none.fl_str_mv |
http://hdl.handle.net/10486/674486 |
| url |
http://hdl.handle.net/10486/674486 |
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Inglés eng |
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Inglés |
| language |
eng |
| dc.rights.none.fl_str_mv |
open access http://purl.org/coar/access_right/c_abf2 |
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info:eu-repo/semantics/openAccess |
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open access http://purl.org/coar/access_right/c_abf2 |
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openAccess |
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application/pdf |
| dc.publisher.none.fl_str_mv |
Slovak Academy of Sciences |
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Slovak Academy of Sciences |
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reponame:Biblos-e Archivo. Repositorio Institucional de la UAM instname:Universidad Autónoma de Madrid |
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Universidad Autónoma de Madrid |
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Biblos-e Archivo. Repositorio Institucional de la UAM |
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Biblos-e Archivo. Repositorio Institucional de la UAM |
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