SELF-EVALUATION OF RTS TROOP’S PERFORMANCE

Authors

  • Chin Kim On Faculty of Computer and Informatics, Universiti Malaysia Sabah, Jalan UMS, 88400 Kota Kinabalu, Sabah, Malaysia
  • Chang Kee Tong Faculty of Computer and Informatics, Universiti Malaysia Sabah, Jalan UMS, 88400 Kota Kinabalu, Sabah, Malaysia
  • Jason Teo Faculty of Computer and Informatics, Universiti Malaysia Sabah, Jalan UMS, 88400 Kota Kinabalu, Sabah, Malaysia
  • Rayner Alfred Faculty of Computer and Informatics, Universiti Malaysia Sabah, Jalan UMS, 88400 Kota Kinabalu, Sabah, Malaysia
  • Wang Cheng School of Economics and Management, Qiqihar University, China
  • Tan Tse Guan Faculty of Creative Technology & Heritage, Universiti Malaysia Kelantan, Kelantan, Malaysia

DOI:

https://doi.org/10.11113/jt.v76.5890

Keywords:

RTS games, evolutionary computing, evolutionary programming, differential evolution, feed-forward neural network

Abstract

This paper demonstrates the research results obtained from a comparison of Evolutionary Programming (EP) and hybrid Differential Evolution (DE) and Feed Forward Neural Network (FFNN) algorithms in the Real Time Strategy (RTS) computer game, namely Warcraft III. The main aims of this research are to: test the feasibility of implementing EP and hybrid DE into RTS game, compare the performances of EP and hybrid DE, and generate gaming RTS controllers autonomously, an issue primarily of reinforcement/troops balancing. This micromanagement issue has been overlooked since last decade. Experimental results demonstrate success with all aims: both EP and hybrid DE could be implemented into the Warcraft III platform, and both algorithms used able to generate optimal solutions.

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Published

2015-10-13

Issue

Section

Science and Engineering

How to Cite

SELF-EVALUATION OF RTS TROOP’S PERFORMANCE. (2015). Jurnal Teknologi, 76(12). https://doi.org/10.11113/jt.v76.5890