Multi-Objective Neuroevolution in Super Mario Bros.

This thesis explores how to use Multi-Objective Evolutionary Algorithms (MOEA)to solve problems that are not explicitly defined as multi-objective problems. Aneuroevolution technique consisting of combining a multi-objective evolutionaryalgorithm called NSGA-II and artificial neural networks (ANN) b...

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Main Authors: Tønder, Lars Solvoll, Olsen, Ole-Petter
Format: Others
Language:English
Published: Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap 2013
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-23600
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spelling ndltd-UPSALLA1-oai-DiVA.org-ntnu-236002013-12-07T04:48:39ZMulti-Objective Neuroevolution in Super Mario Bros.engTønder, Lars SolvollOlsen, Ole-PetterNorges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskapNorges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskapInstitutt for datateknikk og informasjonsvitenskap2013This thesis explores how to use Multi-Objective Evolutionary Algorithms (MOEA)to solve problems that are not explicitly defined as multi-objective problems. Aneuroevolution technique consisting of combining a multi-objective evolutionaryalgorithm called NSGA-II and artificial neural networks (ANN) based on Neu-roEvolution of Augmented Topoligies (NEAT) were used to develop a systemthat created controllers for a version of the Super Mario Bros game called MarioAI. Experiments were conducted to measure different ways to define objectivesfor MOEAs in Mario AI, how using these objectives as a basis for a scalar fitnessfunction would affect a genetic algorithm and to examine how to use ensemblesto combine individuals of a pareto front into a single controller that would beable to display the strengths of all of the individual controllers.The results show that adding sub-goals as objectives together with the main goalcould have a positive effect for a MOEA and that the same sub-goals could alsogive a positive effect when applied to the scalar fitness of a genetic algorithm.It is however not trivial to decide which sub-goals to use, as most of the chosenobjectives were found to have a negative impact on the controllers, even whenselected based on the authors? expert knowledge about the game domain. Usingbasic behaviours that the controller has to use in order to play well as objectiveshad a negative effect on the controllers and the controllers were able to learnthese behaviors even without using them as objectives. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-23600Local ntnudaim:9651application/pdfinfo:eu-repo/semantics/openAccess
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language English
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description This thesis explores how to use Multi-Objective Evolutionary Algorithms (MOEA)to solve problems that are not explicitly defined as multi-objective problems. Aneuroevolution technique consisting of combining a multi-objective evolutionaryalgorithm called NSGA-II and artificial neural networks (ANN) based on Neu-roEvolution of Augmented Topoligies (NEAT) were used to develop a systemthat created controllers for a version of the Super Mario Bros game called MarioAI. Experiments were conducted to measure different ways to define objectivesfor MOEAs in Mario AI, how using these objectives as a basis for a scalar fitnessfunction would affect a genetic algorithm and to examine how to use ensemblesto combine individuals of a pareto front into a single controller that would beable to display the strengths of all of the individual controllers.The results show that adding sub-goals as objectives together with the main goalcould have a positive effect for a MOEA and that the same sub-goals could alsogive a positive effect when applied to the scalar fitness of a genetic algorithm.It is however not trivial to decide which sub-goals to use, as most of the chosenobjectives were found to have a negative impact on the controllers, even whenselected based on the authors? expert knowledge about the game domain. Usingbasic behaviours that the controller has to use in order to play well as objectiveshad a negative effect on the controllers and the controllers were able to learnthese behaviors even without using them as objectives.
author Tønder, Lars Solvoll
Olsen, Ole-Petter
spellingShingle Tønder, Lars Solvoll
Olsen, Ole-Petter
Multi-Objective Neuroevolution in Super Mario Bros.
author_facet Tønder, Lars Solvoll
Olsen, Ole-Petter
author_sort Tønder, Lars Solvoll
title Multi-Objective Neuroevolution in Super Mario Bros.
title_short Multi-Objective Neuroevolution in Super Mario Bros.
title_full Multi-Objective Neuroevolution in Super Mario Bros.
title_fullStr Multi-Objective Neuroevolution in Super Mario Bros.
title_full_unstemmed Multi-Objective Neuroevolution in Super Mario Bros.
title_sort multi-objective neuroevolution in super mario bros.
publisher Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap
publishDate 2013
url http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-23600
work_keys_str_mv AT tønderlarssolvoll multiobjectiveneuroevolutioninsupermariobros
AT olsenolepetter multiobjectiveneuroevolutioninsupermariobros
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