Skip to main content

Performance Comparison Between Genetic Fuzzy Tree and Reinforcement Learning in Gaming Environment

  • Conference paper
  • First Online:
Cognitive Systems and Signal Processing (ICCSIP 2018)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 1006))

Included in the following conference series:

  • 1347 Accesses

Abstract

Wargame systems are artificial combat simulation platforms which would be practical in game research. The widely used methods in wargame systems mostly rely on refined experience of human experts. We suppose to apply artificial intelligence methods rather than expert-experience-based methods to complicated game environments. Reinforcement learning methods provide a human-like normative way which guides agents upgrade their behaviors in game environments without expert experience. This paper reveals the performances of both experience-based models and reinforcement-learning-based models in game environments. This environment presented in this paper is a type of zero-sum game which means there only be one winner. Our experiments show that reinforcement-learning-based models is more robust and powerful than expert-experience-based methods but cost more time.

The work is supported by both National scientific and Technological Innovation Zero (No. 17-H863-01-ZT-005-005-01) and State’s Key Project of Research and Development Plan (No. 2016QY03D0505). The contributions of authors of this paper are as follows: Wu proposed this problem, built computational models and do experiments; Liao, Lv, Duan and Zhao provided various supports for this work.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Aha, D.W., Kibler, D., Albert, M.K.: Instance-based learning algorithms. Mach. Learn. 6(1), 37–66 (1991)

    Google Scholar 

  2. Bishop, C.M.: Neural networks for pattern recognition. Agric. Eng. Int. CIGR J. Sci. Res. Dev. Manuscript Pm 12(5), 1235–1242 (1995)

    Google Scholar 

  3. Browne, C.B., et al.: A survey of monte carlo tree search methods. IEEE Trans. Comput. Intell. AI Games 4(1), 1–43 (2012)

    Article  Google Scholar 

  4. Campbell, M., Hoane Jr., A.J., Hsu, F.H.: Deep blue. Artif. Intell. 134(1), 57–83 (2002)

    Article  Google Scholar 

  5. Coulom, R.: Efficient selectivity and backup operators in Monte-Carlo tree search. In: van den Herik, H.J., Ciancarini, P., Donkers, H.H.L.M.J. (eds.) CG 2006. LNCS, vol. 4630, pp. 72–83. Springer, Heidelberg (2007). https://doi.org/10.1007/978-3-540-75538-8_7

    Chapter  Google Scholar 

  6. Ernest, N.D.: Genetic fuzzy trees for intelligent control of unmanned combat aerial vehicles. Dissertations & Theses - Gradworks (2015)

    Google Scholar 

  7. Goldberg, D.E.: Genetic Algorithm in Search Optimization and Machine Learning, vol. xiii, no. 7, pp. 2104–2116. Addison Wesley, Boston (1989)

    Google Scholar 

  8. Guo, X., Singh, S., Lee, H., Lewis, R., Wang, X.: Deep learning for real-time Atari game play using offline Monte-Carlo tree search planning. In: International Conference on Neural Information Processing Systems, pp. 3338–3346 (2014)

    Google Scholar 

  9. He, K., Zhang, X., Ren, S., Sun, J.: Deep residual learning for image recognition. In: IEEE Conference on Computer Vision and Pattern Recognition, pp. 770–778 (2016)

    Google Scholar 

  10. Jang, J.S.R.: ANFIS: adaptive-network-based fuzzy inference system. IEEE Trans. Syst. Man Cybern. 23(3), 665–685 (1993)

    Article  Google Scholar 

  11. Krizhevsky, A., Sutskever, I., Hinton, G.E.: ImageNet classification with deep convolutional neural networks. In: International Conference on Neural Information Processing Systems, pp. 1097–1105 (2012)

    Google Scholar 

  12. Kuhlmann, T., Lamping, R., Massow, C.: Intelligent decision support. J. Mater. Process. Technol. 76(13), 257–260 (1998)

    Article  Google Scholar 

  13. Maddison, C.J., Huang, A., Sutskever, I., Silver, D.: Move evaluation in go using deep convolutional neural networks. Comput. Sci. (2015)

    Google Scholar 

  14. Miller, F.P., Vandome, A.F., Mcbrewster, J.: Atari 2600. Alphascript Publishing (2013)

    Google Scholar 

  15. Mnih, V., et al.: Human-level control through deep reinforcement learning. Nature 518(7540), 529 (2015)

    Article  Google Scholar 

  16. Mnih, V., et al.: Playing Atari with deep reinforcement learning. Comput. Sci. (2013)

    Google Scholar 

  17. Passino, K.M., Yurkovich, S.: Fuzzy Control. Tsinghua University Press, Beijing (2001)

    Google Scholar 

  18. Russell, S.J., Norvig, P.: Artificial intelligence: a modern approach. Appl. Mech. Mater. 263(5), 2829–2833 (2010)

    MATH  Google Scholar 

  19. Silver, D., et al.: Mastering the game of go without human knowledge. Nature 550(7676), 354–359 (2017)

    Article  Google Scholar 

  20. Sutton, R.S., Barto, A.G.: Reinforcement learning: an introduction, bradford book. IEEE Trans. Neural Netw. 16(1), 285–286 (2005)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Wenda Wu .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Singapore Pte Ltd.

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Wu, W., Liao, M., Lv, P., Duan, X., Zhao, X. (2019). Performance Comparison Between Genetic Fuzzy Tree and Reinforcement Learning in Gaming Environment. In: Sun, F., Liu, H., Hu, D. (eds) Cognitive Systems and Signal Processing. ICCSIP 2018. Communications in Computer and Information Science, vol 1006. Springer, Singapore. https://doi.org/10.1007/978-981-13-7986-4_23

Download citation

  • DOI: https://doi.org/10.1007/978-981-13-7986-4_23

  • Published:

  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-13-7985-7

  • Online ISBN: 978-981-13-7986-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics