首页 > 最新文献

2007 IEEE Symposium on Computational Intelligence and Games最新文献

英文 中文
NEAT Particles: Design, Representation, and Animation of Particle System Effects 整洁粒子:粒子系统效果的设计、表现和动画
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368092
E. Hastings, R. Guha, Kenneth O. Stanley
Particle systems are a representation, computation, and rendering method for special effects such as fire, smoke, explosions, electricity, water, magic, and many other phenomena. This paper presents NEAT particles, a new design, representation, and animation method for particle systems tailored to real-time effects in video games and simulations. In NEAT particles, the neuroevolution of augmenting topologies (NEAT) method evolves artificial neural networks (ANN) that control the appearance and motion of particles. NEAT particles affords three primary advantages over traditional particle effect development methods. First, it decouples the creation of new particle effects from mathematics and programming, enabling users with little knowledge of either to produce complex effects. Second, it allows content designers to evolve a broader range of effects than typical development tools through a form of interactive evolutionary computation (IEC). And finally, it acts as a concept generator, allowing users to interactively explore the space of possible effects. In the future such a system may allow content to be evolved in the game itself, as it is played
粒子系统是一种表示、计算和渲染特殊效果的方法,如火、烟、爆炸、电、水、魔法和许多其他现象。本文提出了一种新的粒子系统设计、表示和动画方法,用于视频游戏和模拟中的实时效果。在NEAT粒子中,增强拓扑(NEAT)方法的神经进化演变为控制粒子外观和运动的人工神经网络(ANN)。与传统的粒子效应开发方法相比,NEAT粒子具有三个主要优势。首先,它将新粒子效果的创造与数学和编程分离开来,使对这两方面都知之甚少的用户能够产生复杂的效果。其次,它允许内容设计人员通过交互式进化计算(IEC)的形式来发展比典型开发工具更广泛的效果。最后,它作为一个概念生成器,允许用户交互式地探索可能的效果空间。在未来,这样的系统可能会允许内容在游戏中进化
{"title":"NEAT Particles: Design, Representation, and Animation of Particle System Effects","authors":"E. Hastings, R. Guha, Kenneth O. Stanley","doi":"10.1109/CIG.2007.368092","DOIUrl":"https://doi.org/10.1109/CIG.2007.368092","url":null,"abstract":"Particle systems are a representation, computation, and rendering method for special effects such as fire, smoke, explosions, electricity, water, magic, and many other phenomena. This paper presents NEAT particles, a new design, representation, and animation method for particle systems tailored to real-time effects in video games and simulations. In NEAT particles, the neuroevolution of augmenting topologies (NEAT) method evolves artificial neural networks (ANN) that control the appearance and motion of particles. NEAT particles affords three primary advantages over traditional particle effect development methods. First, it decouples the creation of new particle effects from mathematics and programming, enabling users with little knowledge of either to produce complex effects. Second, it allows content designers to evolve a broader range of effects than typical development tools through a form of interactive evolutionary computation (IEC). And finally, it acts as a concept generator, allowing users to interactively explore the space of possible effects. In the future such a system may allow content to be evolved in the game itself, as it is played","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125602449","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 33
Towards automatic personalised content creation for racing games 朝着自动个性化的赛车游戏内容创作方向发展
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368106
J. Togelius, R. D. Nardi, S. Lucas
Evolutionary algorithms are commonly used to create high-performing strategies or agents for computer games. In this paper, we instead choose to evolve the racing tracks in a car racing game. An evolvable track representation is devised, and a multiobjective evolutionary algorithm maximises the entertainment value of the track relative to a particular human player. This requires a way to create accurate models of players' driving styles, as well as a tentative definition of when a racing track is fun, both of which are provided. We believe this approach opens up interesting new research questions and is potentially applicable to commercial racing games.
进化算法通常用于为电脑游戏创建高性能策略或代理。在本文中,我们选择在赛车游戏中进化赛道。设计了一种可进化的轨迹表示,并采用多目标进化算法最大化轨迹相对于特定人类玩家的娱乐价值。这需要一种方法来创建玩家驾驶风格的精确模型,以及一个试探性的定义,什么时候赛道是有趣的,这两者都提供了。我们相信这一方法能够带来有趣的新研究问题,并有可能适用于商业赛车游戏。
{"title":"Towards automatic personalised content creation for racing games","authors":"J. Togelius, R. D. Nardi, S. Lucas","doi":"10.1109/CIG.2007.368106","DOIUrl":"https://doi.org/10.1109/CIG.2007.368106","url":null,"abstract":"Evolutionary algorithms are commonly used to create high-performing strategies or agents for computer games. In this paper, we instead choose to evolve the racing tracks in a car racing game. An evolvable track representation is devised, and a multiobjective evolutionary algorithm maximises the entertainment value of the track relative to a particular human player. This requires a way to create accurate models of players' driving styles, as well as a tentative definition of when a racing track is fun, both of which are provided. We believe this approach opens up interesting new research questions and is potentially applicable to commercial racing games.","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127178324","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 302
A Historical Population in a Coevolutionary System 共同进化系统中的历史种群
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368085
P. Avery, Z. Michalewicz, Martin Schmidt
The use of memory in coevolutionary systems is considered an important mechanism to counter the Red Queen effect. Our research involves incorporating a memory population that the coevolving populations compete against to obtain a fitness that is influenced by past generations. This long term fitness then allows the population to have continuous learning that awards individuals that do well against the current populations, as well as previous winning individuals. By allowing continued learning, the individuals in the populations increase their overall ability to play the game of TEMPO, not just to play a single round with the current opposition.
在共同进化系统中使用记忆被认为是对抗红皇后效应的重要机制。我们的研究包括纳入一个记忆种群,共同进化的种群与之竞争,以获得受过去几代人影响的适应性。这种长期的适应性让种群不断学习,奖励那些在当前种群中表现出色的个体,以及之前获胜的个体。通过持续学习,群体中的个体提高了他们玩TEMPO游戏的整体能力,而不仅仅是和当前的对手玩一轮。
{"title":"A Historical Population in a Coevolutionary System","authors":"P. Avery, Z. Michalewicz, Martin Schmidt","doi":"10.1109/CIG.2007.368085","DOIUrl":"https://doi.org/10.1109/CIG.2007.368085","url":null,"abstract":"The use of memory in coevolutionary systems is considered an important mechanism to counter the Red Queen effect. Our research involves incorporating a memory population that the coevolving populations compete against to obtain a fitness that is influenced by past generations. This long term fitness then allows the population to have continuous learning that awards individuals that do well against the current populations, as well as previous winning individuals. By allowing continued learning, the individuals in the populations increase their overall ability to play the game of TEMPO, not just to play a single round with the current opposition.","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131139632","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Modifications of UCT and sequence-like simulations for Monte-Carlo Go 蒙特卡罗围棋的UCT改进与序列模拟
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368095
Yizao Wang, S. Gelly
Algorithm UCB1 for multi-armed bandit problem has already been extended to algorithm UCT which works for minimax tree search. We have developed a Monte-Carlo program, MoGo, which is the first computer Go program using UCT. We explain our modification of UCT for Go application and also the sequence-like random simulation with patterns which has improved significantly the performance of MoGo. UCT combined with pruning techniques for large Go board is discussed, as well as parallelization of UCT. MoGo is now a top-level computer-Go program on 9 times 9 Go board
求解多臂盗匪问题的UCB1算法已经推广到求解极大极小树搜索的UCT算法。我们开发了一个蒙特卡罗程序,MoGo,这是第一个使用UCT的计算机围棋程序。我们解释了我们对围棋应用程序UCT的修改,以及具有模式的序列式随机模拟,这大大提高了MoGo的性能。讨论了大棋局下的UCT与剪枝技术的结合,以及UCT的并行化。MoGo现在是一个顶级的9乘9棋盘计算机围棋程序
{"title":"Modifications of UCT and sequence-like simulations for Monte-Carlo Go","authors":"Yizao Wang, S. Gelly","doi":"10.1109/CIG.2007.368095","DOIUrl":"https://doi.org/10.1109/CIG.2007.368095","url":null,"abstract":"Algorithm UCB1 for multi-armed bandit problem has already been extended to algorithm UCT which works for minimax tree search. We have developed a Monte-Carlo program, MoGo, which is the first computer Go program using UCT. We explain our modification of UCT for Go application and also the sequence-like random simulation with patterns which has improved significantly the performance of MoGo. UCT combined with pruning techniques for large Go board is discussed, as well as parallelization of UCT. MoGo is now a top-level computer-Go program on 9 times 9 Go board","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115067182","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 140
Snooker Robot Player - 20 Years on 斯诺克机器人选手——20年过去了
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368072
Kenneth H. L. Ho, T. Martin, J. Baldwin
This paper describes the Snooker Machine, an intelligent robotic system that was built between late 1985 and early 1988. The project was documented by the BBC over the course of 2 years, "The Snooker Machine" was broadcasted on BBCs territorial channel in the UK on the one hour Q.E.D, science programme of 16th March 1988. This paper summarizes the technical details of the system. It consisted of a vision system, a fuzzy expert system and a robot manipulator. It outlines some of the difficulties that the Snooker Machine had to overcome in playing a game of snooker against a human player. Given the recent interests in developing robotic systems to play pool (Leekie and Greenspan, 2005), (Greenspan, 2006), and (Ghan et al., 2002), this paper looks back at some of these issues. It also outlines some computational intelligence approaches that may lead to solving some of the problems using today's technology
本文描述了斯诺克机器,这是一个智能机器人系统,建于1985年底至1988年初。这个项目被英国广播公司用了两年的时间记录下来。1988年3月16日,《斯诺克机器》在英国广播公司领土频道的一小时Q.E.D科学节目中播出。本文总结了该系统的技术细节。该系统由视觉系统、模糊专家系统和机械手组成。它概述了斯诺克机器在与人类选手进行斯诺克比赛时必须克服的一些困难。鉴于最近对开发机器人系统打台球的兴趣(Leekie和Greenspan, 2005), (Greenspan, 2006)和(Ghan et al., 2002),本文回顾了其中的一些问题。它还概述了一些计算智能方法,这些方法可能导致使用当今技术解决一些问题
{"title":"Snooker Robot Player - 20 Years on","authors":"Kenneth H. L. Ho, T. Martin, J. Baldwin","doi":"10.1109/CIG.2007.368072","DOIUrl":"https://doi.org/10.1109/CIG.2007.368072","url":null,"abstract":"This paper describes the Snooker Machine, an intelligent robotic system that was built between late 1985 and early 1988. The project was documented by the BBC over the course of 2 years, \"The Snooker Machine\" was broadcasted on BBCs territorial channel in the UK on the one hour Q.E.D, science programme of 16th March 1988. This paper summarizes the technical details of the system. It consisted of a vision system, a fuzzy expert system and a robot manipulator. It outlines some of the difficulties that the Snooker Machine had to overcome in playing a game of snooker against a human player. Given the recent interests in developing robotic systems to play pool (Leekie and Greenspan, 2005), (Greenspan, 2006), and (Ghan et al., 2002), this paper looks back at some of these issues. It also outlines some computational intelligence approaches that may lead to solving some of the problems using today's technology","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"508 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134623976","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 13
Micro Robot Hockey Simulator - Game Engine Design 微型机器人曲棍球模拟器-游戏引擎设计
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368073
Wayne Y. Chen, S. Payandeh
Like robot soccer, robot hockey is a game played between two teams of robots. A robot hockey simulator has been created, for the purpose of game strategy testing and result visualization. One major modification in robot hockey is the addition of a puck-shooting mechanism to each robot. As a result, the mechanics of interaction between the robots and the hockey puck become a key design issue. This paper describes the simulator design considerations for robotic hockey games. A potential field-based strategy planner is implemented which is used to develop strategies for moving the robots autonomously. The results of the simulation study show both successful cooperation between robots (on the strategy level), and realistic interaction between robots and the puck
和机器人足球一样,机器人曲棍球也是两队机器人之间的比赛。一个机器人曲棍球模拟器已经创建,为游戏策略测试和结果可视化的目的。机器人曲棍球的一个主要改进是为每个机器人增加了一个冰球射击机构。因此,机器人和冰球之间的互动机制成为一个关键的设计问题。本文介绍了机器人冰球比赛模拟器的设计要点。实现了一个潜在的基于现场的策略规划器,用于制定机器人自主移动的策略。仿真研究结果表明,机器人之间的合作(在策略层面)是成功的,机器人与冰球之间的互动是真实的
{"title":"Micro Robot Hockey Simulator - Game Engine Design","authors":"Wayne Y. Chen, S. Payandeh","doi":"10.1109/CIG.2007.368073","DOIUrl":"https://doi.org/10.1109/CIG.2007.368073","url":null,"abstract":"Like robot soccer, robot hockey is a game played between two teams of robots. A robot hockey simulator has been created, for the purpose of game strategy testing and result visualization. One major modification in robot hockey is the addition of a puck-shooting mechanism to each robot. As a result, the mechanics of interaction between the robots and the hockey puck become a key design issue. This paper describes the simulator design considerations for robotic hockey games. A potential field-based strategy planner is implemented which is used to develop strategies for moving the robots autonomously. The results of the simulation study show both successful cooperation between robots (on the strategy level), and realistic interaction between robots and the puck","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129978839","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Cooperation in Prisoner's Dilemma on Graphs 图上囚徒困境中的合作
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368078
D. Ashlock
A combinatorial graph can be used to place a geography on a population of evolving agents. In this paper agents are trained to play prisoner's dilemma while situated on combinatorial graphs. A collection of thirteen different combinatorial graphs is used. The graph always limits which agents can mate during reproduction. Two sets of experiments are performed for each graph: one in which agents only play prisoners dilemma against their neighbors and one in which fitness is evaluated by a round robin tournament among all population members. Populations are evaluated on their level of cooperativeness, the type of play they engage in, and by identifying the type and diversity of strategies that are present. This latter analysis relies on the fingerprinting of players, a representation-independent method of identifying strategies. Changing the combinatorial graph on which a population lives is found to yield statistically significant changes in the character of the evolved populations for all the metrics used
组合图可用于在不断进化的主体群体上放置地理位置。本文训练智能体在组合图上玩囚徒困境。使用了13个不同组合图的集合。这个图总是限制了在繁殖过程中哪些代理可以交配。对每个图进行两组实验:一组实验中,智能体只对其邻居进行囚徒困境,另一组实验中,通过在所有群体成员中进行循环赛来评估适应度。群体的评估是基于他们的合作水平,他们参与的游戏类型,以及通过识别现有策略的类型和多样性。后一种分析依赖于玩家的指纹,这是一种与表征无关的识别策略的方法。人们发现,改变一个种群赖以生存的组合图,就所有使用的度量标准而言,会产生统计学上显著的进化种群特征变化
{"title":"Cooperation in Prisoner's Dilemma on Graphs","authors":"D. Ashlock","doi":"10.1109/CIG.2007.368078","DOIUrl":"https://doi.org/10.1109/CIG.2007.368078","url":null,"abstract":"A combinatorial graph can be used to place a geography on a population of evolving agents. In this paper agents are trained to play prisoner's dilemma while situated on combinatorial graphs. A collection of thirteen different combinatorial graphs is used. The graph always limits which agents can mate during reproduction. Two sets of experiments are performed for each graph: one in which agents only play prisoners dilemma against their neighbors and one in which fitness is evaluated by a round robin tournament among all population members. Populations are evaluated on their level of cooperativeness, the type of play they engage in, and by identifying the type and diversity of strategies that are present. This latter analysis relies on the fingerprinting of players, a representation-independent method of identifying strategies. Changing the combinatorial graph on which a population lives is found to yield statistically significant changes in the character of the evolved populations for all the metrics used","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121557991","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 23
Game and Player Feature Selection for Entertainment Capture 娱乐捕获的游戏和玩家功能选择
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368105
Georgios N. Yannakakis, J. Hallam
The notion of constructing a metric of the degree to which a player enjoys a given game has been presented previously. In this paper, we attempt to construct such metric models of children's 'fun' when playing the Bug Smasher game on the Playware platform. First, a set of numerical features derived from a child's interaction with the Playware hardware is presented. Then the sequential forward selection and the n-best feature selection algorithms are employed together with a function approximator based on an artificial neural network to construct feature sets and function that model the child's notion of 'fun' for this game. Performance of the model is evaluated by the degree to which the preferences predicted by the model match those expressed by the children in a survey experiment. The results show that an effective model can be constructed using these techniques and that the sequential forward selection method performs better in this task than n-best. The model reveals differing preferences for game parameters between children who react fast to game events and those who react slowly. The limitations and the use of the methodology as an effective adaptive mechanism to entertainment augmentation are discussed
关于构建玩家对特定游戏的喜爱程度的度量标准的概念已经在前面提到过了。在本文中,我们试图构建儿童在Playware平台上玩《Bug Smasher》游戏时的“乐趣”度量模型。首先,提出了一组来自儿童与Playware硬件交互的数字特征。然后,顺序前向选择和n-best特征选择算法与基于人工神经网络的函数逼近器一起使用,以构建特征集和函数,以模拟儿童对该游戏的“乐趣”概念。通过模型预测的偏好与儿童在调查实验中表达的偏好的匹配程度来评估模型的性能。结果表明,使用这些技术可以构建一个有效的模型,并且顺序前向选择方法在此任务中的表现优于n-best。该模型揭示了对游戏事件反应快的儿童和反应慢的儿童对游戏参数的不同偏好。讨论了该方法作为娱乐增强的有效适应机制的局限性和用途
{"title":"Game and Player Feature Selection for Entertainment Capture","authors":"Georgios N. Yannakakis, J. Hallam","doi":"10.1109/CIG.2007.368105","DOIUrl":"https://doi.org/10.1109/CIG.2007.368105","url":null,"abstract":"The notion of constructing a metric of the degree to which a player enjoys a given game has been presented previously. In this paper, we attempt to construct such metric models of children's 'fun' when playing the Bug Smasher game on the Playware platform. First, a set of numerical features derived from a child's interaction with the Playware hardware is presented. Then the sequential forward selection and the n-best feature selection algorithms are employed together with a function approximator based on an artificial neural network to construct feature sets and function that model the child's notion of 'fun' for this game. Performance of the model is evaluated by the degree to which the preferences predicted by the model match those expressed by the children in a survey experiment. The results show that an effective model can be constructed using these techniques and that the sequential forward selection method performs better in this task than n-best. The model reveals differing preferences for game parameters between children who react fast to game events and those who react slowly. The limitations and the use of the methodology as an effective adaptive mechanism to entertainment augmentation are discussed","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"93 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116958904","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 26
Adaptation of Iterated Prisoner's Dilemma Strategies by Evolution and Learning 迭代囚徒困境策略的进化与学习适应
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368077
H. Quek, C. Goh
This paper examines the performance and adaptability of evolutionary, learning and memetic strategies to different environment settings in the iterated prisoner's dilemma (IPD). A memetic adaptation framework is devised for IPD strategies to exploit the complementary features of evolution and learning. In the paradigm, learning serves as a form of directed search to guide evolutionary strategies to attain good strategy traits while evolution helps to minimize disparity in performance between learning strategies. A cognitive double-loop incremental learning scheme (ILS) that encompasses a perception component, probabilistic revision of strategies and a feedback learning mechanism is also proposed and incorporated into evolution. Simulation results verify that the two techniques, when employed together, are able to complement each other's strengths and compensate each other's weaknesses, leading to the formation of good strategies that adapt and thrive well in complex, dynamic environments
本文研究了迭代囚徒困境中进化策略、学习策略和模因策略在不同环境情境下的表现和适应性。为利用进化和学习的互补性,设计了一个模因适应框架。在该范式中,学习作为一种定向搜索的形式,指导进化策略获得良好的策略特征,而进化有助于减少学习策略之间的表现差异。提出了一种包含感知成分、策略概率修正和反馈学习机制的认知双环增量学习方案(ILS),并将其纳入进化中。仿真结果验证了这两种技术在一起使用时能够互补,弥补彼此的弱点,从而形成良好的策略,在复杂的动态环境中适应并茁壮成长
{"title":"Adaptation of Iterated Prisoner's Dilemma Strategies by Evolution and Learning","authors":"H. Quek, C. Goh","doi":"10.1109/CIG.2007.368077","DOIUrl":"https://doi.org/10.1109/CIG.2007.368077","url":null,"abstract":"This paper examines the performance and adaptability of evolutionary, learning and memetic strategies to different environment settings in the iterated prisoner's dilemma (IPD). A memetic adaptation framework is devised for IPD strategies to exploit the complementary features of evolution and learning. In the paradigm, learning serves as a form of directed search to guide evolutionary strategies to attain good strategy traits while evolution helps to minimize disparity in performance between learning strategies. A cognitive double-loop incremental learning scheme (ILS) that encompasses a perception component, probabilistic revision of strategies and a feedback learning mechanism is also proposed and incorporated into evolution. Simulation results verify that the two techniques, when employed together, are able to complement each other's strengths and compensate each other's weaknesses, leading to the formation of good strategies that adapt and thrive well in complex, dynamic environments","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123500637","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
Effect of look-ahead search depth in learning position evaluation functions for Othello using -greedy exploration 前瞻性搜索深度对奥赛罗位置评价函数学习的影响
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368100
T. Runarsson, Egill Orn Jonsson
This paper studies the effect of varying the depth of look-ahead for heuristic search in temporal difference (TD) learning and game playing. The acquisition position evaluation functions for the game of Othello is studied. The paper provides important insights into the strengths and weaknesses of using different search depths during learning when epsi-greedy exploration is applied. The main findings are that contrary to popular belief, for Othello, better playing strategies are found when TD learning is applied with lower look-ahead search depths
本文研究了在时间差分学习和博弈中,改变前瞻深度对启发式搜索的影响。研究了奥赛罗博弈的获取位置评价函数。本文提供了重要的见解,在学习中使用不同的搜索深度时,epsi贪婪的探索应用的优缺点。主要发现是,与普遍看法相反,对于奥赛罗来说,当TD学习应用于较低的前瞻性搜索深度时,可以找到更好的游戏策略
{"title":"Effect of look-ahead search depth in learning position evaluation functions for Othello using -greedy exploration","authors":"T. Runarsson, Egill Orn Jonsson","doi":"10.1109/CIG.2007.368100","DOIUrl":"https://doi.org/10.1109/CIG.2007.368100","url":null,"abstract":"This paper studies the effect of varying the depth of look-ahead for heuristic search in temporal difference (TD) learning and game playing. The acquisition position evaluation functions for the game of Othello is studied. The paper provides important insights into the strengths and weaknesses of using different search depths during learning when epsi-greedy exploration is applied. The main findings are that contrary to popular belief, for Othello, better playing strategies are found when TD learning is applied with lower look-ahead search depths","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129894288","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
期刊
2007 IEEE Symposium on Computational Intelligence and Games
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1