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.
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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
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