dragoon
Evaluation of the general applicability of Dragoon for the k-center problem
Uhlig, Tobias, Hillmann, Peter, Rose, Oliver
The k-center problem is a fundamental problem we often face when considering complex service systems. Typical challenges include the placement of warehouses in logistics or positioning of servers for content delivery networks. We previously have proposed Dragoon as an effective algorithm to approach the k-center problem. This paper evaluates Dragoon with a focus on potential worst case behavior in comparison to other techniques. We use an evolutionary algorithm to generate instances of the k-center problem that are especially challenging for Dragoon. Ultimately, our experiments confirm the previous good results of Dragoon, however, we also can reliably find scenarios where it is clearly outperformed by other approaches.
- Europe > Germany > North Rhine-Westphalia > Upper Bavaria > Munich (0.06)
- North America > United States > Massachusetts > Suffolk County > Boston (0.04)
- Europe > Germany > Bavaria > Lower Franconia > Würzburg (0.04)
Action Categorization for Computationally Improved Task Learning and Planning
Nair, Lakshmi, Chernova, Sonia
This paper explores the problem of task learning and planning, contributing the Action-Category Representation (ACR) to improve computational performance of both Planning and Reinforcement Learning (RL). ACR is an algorithm-agnostic, abstract data representation that maps objects to action categories (groups of actions), inspired by the psychological concept of action codes. We validate our approach in StarCraft and Lightworld domains; our results demonstrate several benefits of ACR relating to improved computational performance of planning and RL, by reducing the action space for the agent.
StarCraft Unit Motion: Analysis and Search Enhancements
Schneider, Douglas Philip (University of Alberta) | Buro, Michael (University of Alberta)
Real-time strategy (RTS) games pose challenges to AI research on many levels, ranging from selecting targets in unit combat situations, over efficient multi-unit pathfinding, to high-level economic decisions. Due to the complexity of RTS games, writing competitive AI systems for these games requires high speed adaptive algorithms and simplified models of the game world. In this paper we focus on motion prediction and motion planning in StarCraft — a popular RTS game for which a C++ API exists that allows us to write AI systems to play the game. We explore our existing unit motion model of StarCraft and find and fix some inconsistencies to improve the model by accounting for systematic command execution delays and unit acceleration. We then investigate ways to improve existing combat motion planning systems that are based on discrete unit motion sets, and show that search-based algorithms and scripts can benefit from using a new direction set that considers moves towards the closest enemy unit, away from it, and perpendicular to both directions.