2009 IEEE Symposium on Computational Intelligence and Games 2009
DOI: 10.1109/cig.2009.5286452
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Improving control through subsumption in the EvoTanks domain

Abstract: Abstract-In this paper we further explore the potential of a decentralised controller architecture that places multi-layer perceptrons within a subsumption hierarchy. Previous research exploring this approach proved successful in generating agents that could solve problems while coping with new reactive stimuli. However there were many unresolved questions that we wished to explore. In this paper we explore the use of our architecture with iterative training, increased controller modularity and conflicting goa… Show more

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Cited by 8 publications
(7 citation statements)
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“…The components of such hierarchies can be hand-designed [4] or learned. For example, Togelius’s evolved subsumption architecture [5] was used in EvoTanks [6] and Unreal Tournament [7], and Stone’s Layered Learning [8] was applied to RoboCup Soccer. Recently, Lessin et al used the principles of Encapsulation, Syllabus, and Pandemonium to learn complex behavior for virtual creatures [9].…”
Section: Related Workmentioning
confidence: 99%
“…The components of such hierarchies can be hand-designed [4] or learned. For example, Togelius’s evolved subsumption architecture [5] was used in EvoTanks [6] and Unreal Tournament [7], and Stone’s Layered Learning [8] was applied to RoboCup Soccer. Recently, Lessin et al used the principles of Encapsulation, Syllabus, and Pandemonium to learn complex behavior for virtual creatures [9].…”
Section: Related Workmentioning
confidence: 99%
“…Such hierarchies can be hand-designed (Brooks, 1986) or learned piece by piece. For example, Togelius's (2004) evolved subsumption architecture was used in EvoTanks (Thompson et al, 2009) andUnreal Tournament (van Hoorn et al, 2009), and Stone and Veloso's (2000) Layered Learning was applied to simulated RoboCup Soccer. Recently, Lessin et al (2013) used a human-designed hierarchical syllabus to evolve complex behavior for virtual creatures.…”
Section: Separately Learned Controllersmentioning
confidence: 99%
“…Such hierarchies can be hand-designed [5] or learned. For example, Togelius's [31] evolved subsumption architecture was used in EvoTanks [30] and Unreal Tournament [32], and Stone's [27] Layered Learning was applied to RoboCup Soccer. Recently, Lessin et al [18] used a human-designed hierarchical syllabus to evolve complex behavior for virtual creatures.…”
Section: Related Workmentioning
confidence: 99%