This paper is about the possibility to use evolution to make a StarCraft AI better in some areas by using genetic programming. We aimed to use genetic programming to evolve the numbers of squad units, bunkers and turrets, which are an important part of a successful StarCraft AI. We have built a separate application for handling the evolution. This application runs in parallel with StarCraft and modifies files based on the data recieved from a played game. This is good for safety, since if StarCraft crashes the evolution is just stalled not lost. Our tests ran over the course of a few weeks. A combination of a relatively small amount of time, for something very time-consuming, and a lack of experience with genetic programming resulted in a small amount of results. The conclusion is that it is possible to improve an StarCraft AI with genetic programming, however it takes a lot of time. / Denna uppsats handlar om möjligheten att använda evolution att göra en StarCraft AI bättre i vissa områden med hjälp av genetisk programmering. Vi siktade på att använda genetisk programmering att utveckla antalet trupp enheter, bunkrar och torn, som är en viktig del av en framgångsrik StarCraft AI.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:bth-5121 |
Date | January 2012 |
Creators | Håkansson, Marcus, Biström, Frans |
Publisher | Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Page generated in 0.0109 seconds