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Artificial Intelligence Project: Capture the Flag

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Uploaded by on Apr 18, 2010

This is an intermediate step of a project I'm working on for fun. The goal is to make an "evolutionary capture the flag program in which a genetic algorithm is used to evolve the various players to an optimal strategy.

The red guys are attackers - they go for the flag
The Yellow guys are defenders - they tackle the attackers and throw'em in jail
The Blue guys are Rescuers. When there is no one to rescue, they defend

The teams are separated into white stripes and no white stripes.

This stage of the programming is pure (crappy) AI - I'm coding the genetic algorithm part now.

Song by Jesus and the Pegasaur is called Nirmal.

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Uploader Comments (orkonoid)

  • I'm not sure what the parameters are, and there aren't that many generations but his looks interesting as a project.... are they free to evolve speed... or cooperation? or is it just a random mish-mash where successful flag grabs are judged on distance?

    Is it open source?

  • @Unrealistix There are two evolutions going on: 1 the distribution of player types on a team for which fitness is a function of enemies captured and flags won. 2. The players which have a given number of "points" which can be distributed between speed and turn radius as well as cooperativity (i.e. how much weight is given towards flocking towards neighbours.) The source code is free for anyone - you can probably do better then me :)

    It can be found at iqis.org/~amacrae/files/captur­e/

  • So... how far are you by now?

  • @Kram1032 Ha ... not as far as I should be (currently tied up trying to finish my thesis).

    The above video is with AI alone and the bots don't evolve. Currently I have the genetic algorithms completed and have run some simple tests. I'm still cleaning up the behavior and trying to fix a few bugs in the program. As soon as I've ironed out the kinks I'll post the current iteration. Thanks for asking!

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  • @orkonoid I gave the self boot 'evolution' idea a go before

    Mine was a little more complex and statistical and didn't involve any gfx.

    It was based on several animals types who evolved in an environment of only grass. it worked pretty well... but I needed to add self programming to avoid the reliance on something static like a DB or fixed code. Thats where I got bogged down

    Then someone offered me work, so I followed the money. It turned out I'm an animal in an environment too! ce la vie...

  • good job ;)

  • This looks very cool! I'm looking forward to a version with evolution implemented.

  • <3 genetic programming

  • whoa. :o

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