Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/2908812.2908908acmconferencesArticle/Chapter ViewAbstractPublication PagesgeccoConference Proceedingsconference-collections
research-article

Discovering Combos in Fighting Games with Evolutionary Algorithms

Published: 20 July 2016 Publication History

Abstract

In fighting games, players can perform many different actions at each instant of time, leading to an exponential number of possible sequences of actions. Some of these combinations can lead to unexpected behaviors, which can compromise the game design. One example of these unexpected behaviors is the occurrence of long or infinite combos, a long sequence of actions that does not allow any reactions from the opponent. Finding these sequences is essential to ensure fairness in fighting games, but evaluating all possible sequences is a time consuming task. In this paper, we propose the use of an evolutionary algorithm to find combos on a fighting game. The main idea is to use a genetic algorithm to evolve a population composed of sequences of inputs and, using an adequate fitness function, select the ones that are more suitable to be considered combos. We performed a series of experiments and the results show that the proposed approach was not only successful in finding combos, managing to find unexpected sequences, but also superior to previous methods.

References

[1]
C. Browne and F. Maire. Evolutionary game design. Computational Intelligence and AI in Games, IEEE Transactions on, 2(1):1--16, 2010.
[2]
E. Galván-López, R. Poli, A. Kattan, M. O'Neill, and A. Brabazon. Neutrality in evolutionary algorithms... what do we know? Evolving Systems, 2(3):145--163, 2011.
[3]
R. Garg and S. Mittal. Effect of local search on the performance of genetic algorithm. International Journal of Emerging Research in Management & Technology, 3(6):404--407, 2014.
[4]
T. Graepel, R. Herbrich, and J. Gold. Learning to flght. In Proceedings of the International Conference on Computer Games: Artificial Intelligence, Design and Education, pages 193--200, 2004.
[5]
M. A. Huynen, P. F. Stadler, and W. Fontana. Smoothness within ruggedness: the role of neutrality in adaptation. Proceedings of the National Academy of Sciences, 93(1):397--401, 1996.
[6]
Y. Katada, K. Ohkura, and K. Ueda. An approach to evolutionary robotics using a genetic algorithm with a variable mutation rate strategy. In Parallel Problem Solving from Nature-PPSN VIII, pages 952--961, 2004.
[7]
M. Kimura et al. Evolutionary rate at the molecular level. Nature, 217(5129):624--626, 1968.
[8]
S. W. Mahfoud. Niching methods for genetic algorithms. Urbana, 51(95001):62--94, 1995.
[9]
R. Nystrom. Game programming patterns. Genever Benning, 2014.
[10]
L. R. Rabiner and B.-H. Juang. An introduction to hidden markov models. ASSP Magazine, IEEE, 3(1):4--16, 1986.
[11]
S. S. Saini, C. W. Dawson, and P. W. Chung. Mimicking player strategies in ghting games. In Games Innovation Conference (IGIC), 2011 IEEE International, pages 44--47. IEEE, 2011.
[12]
N. Shaker, G. N. Yannakakis, and J. Togelius. Towards automatic personalized content generation for platform games. In AIIDE, pages 63--68, 2010.
[13]
T. Smith, P. Husbands, and M. O'Shea. Neutral networks and evolvability with complex genotype-phenotype mapping. In Advances in Artificial Life, pages 272--281. Springer, 2001.
[14]
J. Togelius and J. Schmidhuber. An experiment in automatic game design. In Computational Intelligence and Games. IEEE Symposium On, pages 111--118, 2008.
[15]
Twitch. Evolution 2015 smashes viewership records. https://blog.twitch.tv/evolution-2015-smashes-viewership-records-4447726169a2, 2015. Accessed: 2016-04-12.
[16]
K. Yamamoto, S. Mizuno, C. Y. Chu, and R. Thawonmas. Deduction of fighting-game countermeasures using the k-nearest neighbor algorithm and a game simulator. In Computational Intelligence and Games (CIG), 2014 IEEE Conference on, pages 1--5, 2014.
[17]
G. N. Yannakakis and J. Togelius. A panorama of artificial and computational intelligence in games. IEEE Transactions on Computational Intelligence and AI in Games, 2014.
[18]
G. Zuin and Y. Macedo. Attempting to discover infinite combos in fighting games using hidden markov models. In SBGames, pages 149--157, 2015.

Cited By

View all

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Conferences
GECCO '16: Proceedings of the Genetic and Evolutionary Computation Conference 2016
July 2016
1196 pages
ISBN:9781450342063
DOI:10.1145/2908812
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 20 July 2016

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. combos
  2. e-sports
  3. evolutionary algorithms
  4. fighting games
  5. game balancing

Qualifiers

  • Research-article

Funding Sources

  • CNPq
  • FAPEMIG
  • CAPES

Conference

GECCO '16
Sponsor:
GECCO '16: Genetic and Evolutionary Computation Conference
July 20 - 24, 2016
Colorado, Denver, USA

Acceptance Rates

GECCO '16 Paper Acceptance Rate 137 of 381 submissions, 36%;
Overall Acceptance Rate 1,669 of 4,410 submissions, 38%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)32
  • Downloads (Last 6 weeks)9
Reflects downloads up to 05 Feb 2025

Other Metrics

Citations

Cited By

View all
  • (2020)Observer Interface Focused on Trends of Character Movement and Stamina in Fighting Games2020 IEEE Conference on Games (CoG)10.1109/CoG47356.2020.9231932(566-571)Online publication date: Aug-2020
  • (2020)A Behavioral Pattern Mining Approach to Model Player Skills in Rocket League2020 IEEE Conference on Games (CoG)10.1109/CoG47356.2020.9231739(267-274)Online publication date: Aug-2020
  • (2020)A novel real-time design for fighting game AIEvolving Systems10.1007/s12530-020-09351-4Online publication date: 18-Jul-2020
  • (2020)Coping with opponents: multi-objective evolutionary neural networks for fighting gamesNeural Computing and Applications10.1007/s00521-020-04794-xOnline publication date: 14-Mar-2020
  • (2019)A Hybrid Approach for the Fighting Game AI Challenge: Balancing Case Analysis and Monte Carlo Tree Search for the Ultimate Performance in Unknown EnvironmentPädiatrie10.1007/978-3-030-20257-6_12(139-150)Online publication date: 15-May-2019
  • (2017)HTN fighter: Planning in a highly-dynamic game2017 9th Computer Science and Electronic Engineering (CEEC)10.1109/CEEC.2017.8101623(189-194)Online publication date: Sep-2017

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media