Rolling horizon evolution versus tree search for navigation in single-player real-time games

  • Authors:
  • Diego Perez;Spyridon Samothrakis;Simon Lucas;Philipp Rohlfshagen

  • Affiliations:
  • University of Essex, Colchester CO4 3SQ, United Kingdom;University of Essex, Colchester CO4 3SQ, United Kingdom;University of Essex, Colchester CO4 3SQ, United Kingdom;University of Essex, Colchester CO4 3SQ, United Kingdom

  • Venue:
  • Proceedings of the 15th annual conference on Genetic and evolutionary computation
  • Year:
  • 2013

Quantified Score

Hi-index 0.00

Visualization

Abstract

In real-time games, agents have limited time to respond to environmental cues. This requires either a policy defined up-front or, if one has access to a generative model, a very efficient rolling horizon search. In this paper, different search techniques are compared in a simple, yet interesting, real-time game known as the Physical Travelling Salesman Problem (PTSP).We introduce a rolling horizon version of a simple evolutionary algorithm that handles macro-actions and compare it against Monte Carlo Tree Search (MCTS), an approach known to perform well in practice, as well as random search. The experimental setup employs a variety of settings for both the action space of the agent as well as the algorithms used. We show that MCTS is able to handle very fine-grained searches whereas evolution performs better as we move to coarser-grained actions; the choice of algorithm becomes irrelevant if the actions are even more coarse-grained. We conclude that evolutionary algorithms can be a viable and competitive alternative to MCTS.