Abstract
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.
Keywords
- Collective intelligence
- ant colony optimization
- genetic algorithms
- video games solving algorithms
- Lemmings video game
MSC
68T20
Cite this article
@article{cai-2058,
author = {Antonio Gonzalez-Pardo and Fernando Palero and David Camacho},
title = {An Empirical Study on Collective Intelligence Algorithms for Video Games Problem-Solving},
journal = {Computing and Informatics},
volume = {34},
number = {1},
pages = {233--253},
year = {2015},
issn = {1335-9150},
url = {https://cai.type.sk/content/2015/1/an-empirical-study-on-collective-intelligence-algorithms-for-video-games-problem-solving/}
}
TY - JOUR AU - Antonio Gonzalez-Pardo AU - Fernando Palero AU - David Camacho TI - An Empirical Study on Collective Intelligence Algorithms for Video Games Problem-Solving JO - Computing and Informatics VL - 34 IS - 1 SP - 233 EP - 253 PY - 2015 SN - 1335-9150 UR - https://cai.type.sk/content/2015/1/an-empirical-study-on-collective-intelligence-algorithms-for-video-games-problem-solving/ KW - Collective intelligence KW - ant colony optimization KW - genetic algorithms KW - video games solving algorithms KW - Lemmings video game ER -
Gonzalez-Pardo, A., Palero, F., & Camacho, D. (2015). An Empirical Study on Collective Intelligence Algorithms for Video Games Problem-Solving. Computing and Informatics, 34(1), 233–253. https://cai.type.sk/content/2015/1/an-empirical-study-on-collective-intelligence-algorithms-for-video-games-problem-solving/