Multi-objective evolution for 3D RTS Micro
Sushil J. Louis, Siming Liu

TL;DR
This paper presents a multi-objective evolutionary approach using influence maps and potential fields to control 3D team behaviors in RTS games, achieving complex tactics through evolved parameters.
Contribution
It introduces a novel method combining influence maps and potential fields with multi-objective evolution for 3D RTS team control, improving on prior parameter-based approaches.
Findings
Evolved potential field parameters produce complex team tactics.
The approach effectively balances damage dealt and received.
Preliminary results show promising 3D team behavior control.
Abstract
We attack the problem of controlling teams of autonomous units during skirmishes in real-time strategy games. Earlier work had shown promise in evolving control algorithm parameters that lead to high performance team behaviors similar to those favored by good human players in real-time strategy games like Starcraft. This algorithm specifically encoded parameterized kiting and fleeing behaviors and the genetic algorithm evolved these parameter values. In this paper we investigate using influence maps and potential fields alone to compactly represent and control real-time team behavior for entities that can maneuver in three dimensions. A two-objective fitness function that maximizes damage done and minimizes damage taken guides our multi-objective evolutionary algorithm. Preliminary results indicate that evolving friend and enemy unit potential field parameters for distance, weapon…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsArtificial Intelligence in Games · Distributed Control Multi-Agent Systems · Reinforcement Learning in Robotics
