Genetically breeding populations of computer programs to solve problems in artificial intelligence

J. Koza
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引用次数: 69

Abstract

The authors describe the genetic programming paradigm, which genetically breeds populations of computer programs to solve problems. In genetic programming, the individuals in the population are hierarchical computer programs of various sizes and shapes. Applications to three problems in artificial intelligence are presented. The first problem involves genetically breeding a population of computer programs to allow an 'artificial ant' to traverse an irregular trail. The second problem involves genetically breeding a minimax control strategy in a different game with an independently acting pursuer and evader. The third problem involves genetically breeding a minimax strategy for a player of a simple discrete two-person game represented by a game tree in extensive form.<>
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遗传育种种群的计算机程序来解决人工智能中的问题
作者描述了遗传编程范式,该范式通过遗传方式培育计算机程序群来解决问题。在遗传编程中,种群中的个体是各种大小和形状的分层计算机程序。介绍了人工智能中三个问题的应用。第一个问题涉及到对一群计算机程序进行遗传育种,使“人工蚂蚁”能够穿越不规则的路径。第二个问题涉及到在一个不同的游戏中,在独立行动的追捕者和逃避者中,遗传地培育出一个最小最大控制策略。第三个问题涉及到一个简单的离散的两人博弈的玩家的遗传育种最小极大策略,这个博弈是由一个扩展形式的博弈树表示的
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