• DocumentCode
    130225
  • Title

    Rolling horizon methods for games with continuous states and actions

  • Author

    Samothrakis, Spyridon ; Roberts, Samuel A. ; Perez, Diego ; Lucas, Simon M.

  • fYear
    2014
  • fDate
    26-29 Aug. 2014
  • Firstpage
    1
  • Lastpage
    8
  • Abstract
    It is often the case that games have continuous dynamics and allow for continuous actions, possibly with with some added noise. For larger games with complicated dynamics, having agents learn offline behaviours in such a setting is a daunting task. On the other hand, provided a generative model is available, one might try to spread the cost of search/learning in a rolling horizon fashion (e.g. as in Monte Carlo Tree Search). In this paper we compare T-HOLOP (Truncated Hierarchical Open Loop Planning), an open loop planning algorithm at least partially inspired by MCTS, with a version of evolutionary planning that uses CMA-ES (which we call EVO-P) in two planning benchmark problems (Inverted Pendulum and the Double Integrator) and in Lunar Lander, a classic arcade game. We show that EVO-P outperforms T-HOLOP in the classic benchmarks, while T-HOLOP is unable to find a solution using the same heuristics. We conclude that off-the-shelf evolutionary algorithms can be used successfully in a rolling horizon setting, and that a different type of heuristics might be needed under different optimisation algorithms.
  • Keywords
    computer games; evolutionary computation; learning (artificial intelligence); planning (artificial intelligence); Lunar Lander arcade game; T-HOLOP algorithm; agent learning; double integrator problem; evolutionary algorithm; evolutionary planning; game action; game continuous dynamics; game continuous states; inverted pendulum problem; optimisation algorithm; rolling horizon methods; truncated hierarchical open loop planning algorithm; Artificial neural networks; Benchmark testing; Optimization;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence and Games (CIG), 2014 IEEE Conference on
  • Conference_Location
    Dortmund
  • Type

    conf

  • DOI
    10.1109/CIG.2014.6932888
  • Filename
    6932888