<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>An overview on the termination conditions in the evolution of game bots</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>A. Fernandez-Ares</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>P. Garc a-Sanchez</string-name>
          <email>pablogarcia@ugr.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>A. M. Mora</string-name>
          <email>amorag@ugr.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>P. A. Castillo</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>J. J. Merelo</string-name>
          <email>jmerelo@ugr.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>M. G. Arenas</string-name>
          <email>mgarenas@ugr.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>G. Romero</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dept. of Computer Architecture and Technology, University of Granada</institution>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Evolutionary Algorithms (EAs) are frequently used as a mechanism for the optimization of autonomous agents in games (bots), but knowing when to stop the evolution, when the bots are good enough, is not as easy as it would a priori seem. The rst issue is that optimal bots are either unknown (and thus unusable as termination condition) or unreachable. In most EAs trying to nd optimal bots tness is evaluated through game playing. Many times it is found to be noisy, making its use as a termination condition also complicated. This paper summarizes our previous published work where we tested several termination conditions in order to nd the one that yields optimal solutions within a restricted amount of time, to allow researchers to compare di erent EAs as fairly as possible. To achieve this, we examined several ways of nishing an EA who is nding an optimal bot design process for a particular game, Planet Wars in this case, with the characteristics described above, determining the capabilities of every one of them and, eventually, selecting one for future designs.</p>
      </abstract>
      <kwd-group>
        <kwd>Videogames</kwd>
        <kwd>RTS</kwd>
        <kwd>evolutionary algorithms</kwd>
        <kwd>termination criteria</kwd>
        <kwd>noisy tness</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Evolutionary Algorithms (EAS) are one of the methods usually applied to nd
the best autonomous agent for playing a game, i.e. the best bot [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ] through a
process mimicking the natural evolution of the species. As in any other algorithm,
the termination condition is a key factor as the rest ot the experimental setup
since it a ects the algorithmic performance, with respect to the quality of the
yielded solution, and also to the amount of resources devoted to the run. The
usual stopping criterion in EAs [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] is reaching a constant number of generations
(or evaluations), which is normally related to a xed computing power budget for
carrying out the run. Another usual approach is based in a number of generations
in which the best solution is not improved or the distance to the optimum is not
reduced [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. However, neither of them might be useful in certain kind of problems
such as games, mainly due to the noisy nature of the tness function [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>Noise and optimal tness reachability, are normally not taken into account
when choosing how to stop the evolution process. Usual approach is to use a xed
number of evaluations or a xed amount of time, usually given by the game or
challenge constraints.</p>
      <p>
        In this paper we present a summary of our previous work [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], where we tried
to solve these issues by the introduction of novel stopping criteria for the EAs.
They are compared against classical ones, and among themselves when trying
to generate competitive bots for video games using Genetic Programming (GP)
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], as this method has proved to be quite exible and has obtained good results
in previous works [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>Planet Wars 1 game was chosen in our experiment, as it is a simple Real
Time Strategy (RTS) combat-based game (only one type of resource, one type
of attack and one type of unit), and also it has been widely used in the literature,
using di erent generation methods and tness functions [8{11]. This game ful lls
the next two conditions: initial position of bots is random and the decisions are
stochastic, although the result of the combat is deterministic.</p>
      <p>
        Summarizing, the objective of the study presented in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] (and outlined in
this work) was to nd a stopping criteria that converges to optimal solutions
and that is independent of the method chosen. To measure the quality of every
approach, we considered time, or number of generations, needed to obtain the
solution and the quality of that solution.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Methodology and experimental setup</title>
      <p>
        As previously stated, in our described work [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] we proposed di erent termination
criteria based on di erent EA features, such as the parameters of the algorithm
(maximum number of generations) or the population (improvement, replacement
or age). A Score Function was proposed in order to measure the quality of a
generated bot (a solution or individual in the algorithm). This scoring method
tries to reduce the e ects of the noisy evaluation (following the guidelines of
other works [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]) by computing tness from the result of 30 di erent matches
against an expert rival. Thus, the function considers the number of victories,
turns to win and turns resisted before being defeated by the opponent (in the
case of lose). The rival is ExpGenebot [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], and based on the improvement of the
heuristics proposed by a human player.
      </p>
      <p>The tness of each individual i of the population is obtained using the next
formula where N is the number of simulations2:</p>
      <p>Scorei =
+</p>
      <p>+
= v;</p>
      <p>2 [0; N B]
= N B</p>
      <p>1
twin + N tMAX +1 ;
tvw+in1 + 1
2 [0; N B] ; twin 2 [0; N B
1 http://planetwars.aichallenge.org/
2 The `1' in all denominators is used to avoid dividing by 0 and for the ratio calculation.
=</p>
      <p>N B
tdefeated
tMAX + 1
;
2 [0; 1] ; tdefeated 2 [0; N B
tMAX ]
(4)</p>
      <p>The terms used are: the number of battles (N B) to test, the number of
victories of the individual against ExpGenebot (v), the sum of turns used to
beat ExpGenebot (twin) in winners simulations, the sum of turns when the
individual has been defeated by ExpGenebot (tdefeated) in losing simulations
and the maximum number of turns a battle lasts (tMAX ).</p>
      <p>
        GP algorithm evolves a binary tree formed by decisions (logical expressions
that evaluate the current state of the game) and actions (the leafs of the tree:
the amount of ships to send to a speci c planet). This tree is evaluated in each
player's planet, analysing the current state of the map/planet (decision), and
how many ships send from that planet to an speci c target planet (action).
These target planets can be the wealthiest, the closest one, etc. owned by the
player or the enemy, or neutral. The possible actions and decisions are listed
in [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The complete set of used parameters were described in the work we are
summarizing here [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>We designed a set of ve di erent algorithm stop criteria which were checked
in the paper, namely:
{ [NG] Number of Generations: it is the classical termination criteria in
evolutionary algorithms: 30, 50, 100 and 200 generations.
{ [AO] Age of Outliers: if the age of individual is an outlier in the
comparison with the rest of the population then it would be potentially an optimal
solution and the algorithm can be stopped: 1, 1.5, 2 and 2.5 times the
interquartile range (IQR)
{ [RT] Replacement Rate: when using an elitist strategy in which individuals
are replaced only if the o spring is better, the fact that the population stops
generating better individuals might be a sign of stagnation: n2 , n4 , n8 , and 1n6 .
{ [FT] Fitness Threshold: a maximum value to obtain in the evolution
could be set considering the top limit of the score function: 20 (as half the
maximum: M AXSC =2), 30 (as half the maximum score plus half this value:
M AXSC =2 + M AXSC =4), and the division in four parts of the interval these
values compose: 22, 24, 26 and 28.
{ [FI] Fitness Improvement: if the best tness is not improved during a
number of generations, the algorithm must stop. Four possible values will be
tested: 3, 7, 10 and 15 generations.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Experiments and Results</title>
      <p>The experiments conducted involved 36 runs, each of them con gured including
all the de ned stop criteria, and also adding an extra termination one, i.e. getting
to 500 generations, in order to avoid non-ending runs.</p>
      <p>The results showed the absence of some of the commented stop values for the
Fitness Threshold criterion, namely 28 and 30, because they were not reached in
any of the runs. The results also showed that all the criterion are well de ned,
since all the scores grow in every criterion block, so as more restrictive the
criterion is (they are met with a lower probability), the higher the obtained score
is. The score function worked as expected, even with the presence of noise. This
is true in all the cases except in the Age of Outliers which is so far the criterion
with the worse results, as it is also proved by the statistical test which does
not nd signi cant di erences between the scores obtained by every age-based
criterion and the previous and next ones. The Replacement Rate criterion yielded
the best distribution of results, with a clear tness improvement tendency and
a very good maximum score, close to that obtained by the Fitness Thresholds.</p>
      <p>
        In addition to these two studies, a new measure factor was computed by
means of a benchmark based in battles against a di erent competitive bot
available in the literature [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] in 100 maps (some of them used during the evolution).
This test was conducted for the best individual obtained when every criterion
was met in every run, thus 20x36 bots have been tested. The best results were
yielded by the most restrictive of each criterion, highlighting the FT results.
This is also a reinforcement to the correctness of the score function. Score and
generations measures are compared in Figure 1. As it can be seen, an
improvement in the tness/score means a higher number of generations are required.
This happens in almost all the cases, with some exceptions such as some of RT
criteria, which get a higher score value in less generations than other criteria.
However, this happens due to the commented problem of noise. Finally Table 1
presents all the results as a summary. It also shows the completion rate of every
stop criterion. Moreover, a comparative set of values was computed, considering
the number of generations equal to 30 (usual in previous papers) as the standard
value to relativize the rest.
      </p>
      <p>The FI criterion is useful to `detect' local optima. Increasing the restriction
value of this method lets the EA more generations to escape from a local
optimum, obtaining signi cantly better results. As the EA can quickly converge to a
local optima, using this method could be equivalent to set a xed (but unknown)
number of generations, enough to detect a stagnation in the population (that
can be useful in some evolutionary approaches). However, the results show that
this criterion has stopped in local optima that other methods have surpassed.
Finally, RT provides the best results considering all metrics: generations, score
and completion rate. It is based on replacement rate, so it indirectly measures
how the whole population increases their abilities, without explicitly measure
the average tness. This is useful in this kind of problems, i.e. where there is a
noisy tness function and the optimal solution is unknown.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Conclusions</title>
      <p>
        Using Evolutionary Algorithms (EAs) to generate bots for playing games have
two main issues: the tness is noisy and optimal bots are either not known or
unreachable. This makes it di cult to nd a good stopping criterion for the EA.
In [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] four di erent stopping criteria, based in tness and in the population,
0
1
      </p>
      <p>FT_26.0 &lt;22%&gt;</p>
      <p>FT_24.0 &lt;78%&gt;
FT_22.0 &lt;100%&gt;</p>
      <p>RT_n/16 &lt;67%&gt;
FT_20.0 &lt;100%&gt;</p>
      <p>NG_200.0 &lt;100%&gt;</p>
      <p>NG_100.0 &lt;100%&gt;
NG_050.0 &lt;100%&gt;</p>
      <p>RT_n/08 &lt;100%&gt;</p>
      <p>FI_15.0 &lt;100%&gt;</p>
      <p>FI_10.0 &lt;100%&gt;
AO_2.5 &lt;100%&gt;</p>
      <p>FI_07.0 &lt;100%&gt;</p>
      <p>AO_2.0 &lt;100%&gt;
AO_1.0 &lt;100%&gt;</p>
      <p>AO_1.5 &lt;100%&gt;</p>
      <p>FI_03.0 &lt;100%&gt;</p>
      <p>RT_n/04 &lt;100%&gt;</p>
      <p>RT_n/02 &lt;100%&gt;
1
2
were tested and compared with the classical approach of the xed number of
generations. This paper summarizes the contents of that previous work.</p>
      <p>Several experiments were conducted, using di erent metrics based in a score
function, the number of generations reached for each criterion, and the number
of victories that the best yielded bots per criterion have obtained against an
external rival (not the same used in the tness computation). According to the
results, initially, a stopping criterion based in Fitness Threshold would be the
most desirable option, as it attains the best score. However, in this kind of
problems, it is quite di cult to nd an optimal tness value to use (normally it
is unknown). Therefore, the best option would be using a Replacement Rate as
stopping criterion, since it is a compromise solution which relies in the population
improvement without implicitly use the tness.</p>
      <p>As future work, new problems (and algorithms) will be addressed to validate
the proposed stopping criteria, using di erent environments and new score
functions. In addition, mechanisms to improve the EA will be used in conjunction
with the proposed methods, for example, increasing the search space when a
stagnation of the population is detected.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgments</title>
      <p>This work has been supported in part by SIPESCA (Programa Operativo FEDER de Andaluc a
2007-2013), TIN2011-28627-C04-02 (Spanish Ministry of Economy and Competitivity),
SPIP201401437 (Direccion General de Tra co), PRY142/14 (Fundacion Publica Andaluza Centro de Estudios
Andaluces en la IX Convocatoria de Proyectos de Investigacion), PYR-2014-17 GENIL project and
V17-2015 of the Microprojects program 2015 (CEI-BIOTIC Granada).</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Small</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bates-Congdon</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          :
          <article-title>Agent Smith: Towards an evolutionary rule-based agent for interactive dynamic games</article-title>
          .
          <source>In: Evolutionary Computation</source>
          ,
          <year>2009</year>
          . CEC '09. IEEE Congress on. (
          <year>2009</year>
          )
          <volume>660</volume>
          {
          <fpage>666</fpage>
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Mora</surname>
            ,
            <given-names>A.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Montoya</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Merelo</surname>
            ,
            <given-names>J.J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sanchez</surname>
            ,
            <given-names>P.G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Castillo</surname>
            ,
            <given-names>P.A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Laredo</surname>
            ,
            <given-names>J.L.J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mart</surname>
            <given-names>nez</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>A.I.</given-names>
            ,
            <surname>Espacia</surname>
          </string-name>
          ,
          <string-name>
            <surname>A.</surname>
          </string-name>
          :
          <article-title>Evolving Bots AI in Unreal</article-title>
          . In di Chio et al., C., ed.: Applications of Evolutionary Computing,
          <string-name>
            <surname>Part I</surname>
          </string-name>
          . Volume
          <volume>6024</volume>
          of Lecture Notes in Computer Science., Istanbul, Turkey, Springer-Verlag (
          <year>2010</year>
          )
          <volume>170</volume>
          {
          <fpage>179</fpage>
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3. Back, T.:
          <article-title>Evolutionary algorithms in theory and practice</article-title>
          . Oxford University Press (
          <year>1996</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Roche</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Gil</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Giraldo</surname>
          </string-name>
          , J.:
          <article-title>Detecting loss of diversity for an e cient termination of eas</article-title>
          .
          <source>In: 15th International Symposium on Symbolic and Numeric Algorithms for Scienti c Computing</source>
          ,
          <source>SYNASC</source>
          <year>2013</year>
          , Timisoara, Romania,
          <source>September 23-26</source>
          ,
          <year>2013</year>
          , IEEE (
          <year>2013</year>
          )
          <volume>561</volume>
          {
          <fpage>566</fpage>
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>Fernandez-Ares</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Garc</surname>
            a-Sanchez,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mora</surname>
            ,
            <given-names>A.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Valdivieso</surname>
            ,
            <given-names>P.A.C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Guervos</surname>
            ,
            <given-names>J.J.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Arenas</surname>
            ,
            <given-names>M.I.G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Romero</surname>
          </string-name>
          , G.:
          <article-title>It's time to stop: A comparison of termination conditions in the evolution of game bots</article-title>
          .
          <source>In: Applications of Evolutionary Computation</source>
          . Volume
          <volume>9028</volume>
          of Lecture Notes in Computer Science., Springer (
          <year>2015</year>
          )
          <volume>355</volume>
          {
          <fpage>368</fpage>
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <surname>Koza</surname>
            ,
            <given-names>J.R.</given-names>
          </string-name>
          :
          <article-title>Genetic Programming: On the programming of computers by means of natural selection</article-title>
          . MIT Press, Cambridge, MA (
          <year>1992</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Garc</surname>
            a-Sanchez,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Fernandez-Ares</surname>
            ,
            <given-names>A.J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mora</surname>
            ,
            <given-names>A.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Castillo</surname>
            ,
            <given-names>P.A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Merelo</surname>
            ,
            <given-names>J.J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Gonzalez</surname>
          </string-name>
          , J.:
          <article-title>Tree depth in uence in genetic programming for generation of competitive agents for rts games</article-title>
          . In: EvoApplications, EvoStar. (
          <year>2014</year>
          )
          <volume>411</volume>
          {
          <fpage>421</fpage>
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Mora</surname>
            ,
            <given-names>A.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Fernandez-Ares</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Guervos</surname>
            ,
            <given-names>J.J.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Garc</surname>
            a-Sanchez,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Fernandes</surname>
            ,
            <given-names>C.M.:</given-names>
          </string-name>
          <article-title>E ect of noisy tness in real-time strategy games player behaviour optimisation using evolutionary algorithms</article-title>
          .
          <source>J. Comput. Sci. Technol</source>
          .
          <volume>27</volume>
          (
          <issue>5</issue>
          ) (
          <year>2012</year>
          )
          <volume>1007</volume>
          {
          <fpage>1023</fpage>
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <surname>Fernandez-Ares</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mora</surname>
            ,
            <given-names>A.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Guervos</surname>
            ,
            <given-names>J.J.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Garc</surname>
            a-Sanchez,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Fernandes</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          :
          <article-title>Optimizing player behavior in a real-time strategy game using evolutionary algorithms</article-title>
          . In: IEEE C.
          <article-title>on Evolutionary Computation</article-title>
          , IEEE (
          <year>2011</year>
          )
          <year>2017</year>
          {
          <fpage>2024</fpage>
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          10. R, L.C.,
          <string-name>
            <surname>Cotta</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Fernandez-Leiva</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>On balance and dynamism in procedural content generation with self-adaptive evolutionary algorithms</article-title>
          .
          <source>Natural Computing</source>
          <volume>13</volume>
          (
          <issue>2</issue>
          ) (
          <year>2014</year>
          )
          <volume>157</volume>
          {
          <fpage>168</fpage>
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          11.
          <string-name>
            <surname>Nogueira-Collazo</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>C.</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            ,
            <surname>Fernandez-Leiva</surname>
          </string-name>
          ,
          <string-name>
            <surname>A.</surname>
          </string-name>
          :
          <article-title>Virtual player design using self-learning via competitive coevolutionary algorithms</article-title>
          .
          <source>Natural Computing</source>
          <volume>13</volume>
          (
          <issue>2</issue>
          ) (
          <year>2014</year>
          )
          <volume>131</volume>
          {
          <fpage>144</fpage>
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          12.
          <string-name>
            <surname>Mora</surname>
            ,
            <given-names>A.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Fernandez-Ares</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Guervos</surname>
            ,
            <given-names>J.J.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Garc</surname>
            a-Sanchez,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Fernandes</surname>
            ,
            <given-names>C.M.:</given-names>
          </string-name>
          <article-title>E ect of noisy tness in real-time strategy games player behaviour optimisation using evolutionary algorithms</article-title>
          .
          <source>J. CST</source>
          .
          <volume>27</volume>
          (
          <issue>5</issue>
          ) (
          <year>2012</year>
          )
          <volume>1007</volume>
          {
          <fpage>1023</fpage>
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          13.
          <string-name>
            <surname>Fernandez-Ares</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Garc</surname>
            a-Sanchez,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mora</surname>
            ,
            <given-names>A.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Guervos</surname>
            ,
            <given-names>J.J.M.</given-names>
          </string-name>
          :
          <article-title>Adaptive bots for real-time strategy games via map characterization</article-title>
          . In: CIG, IEEE (
          <year>2012</year>
          )
          <volume>417</volume>
          {
          <fpage>721</fpage>
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>