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2007 IEEE Symposium on Computational Intelligence and Games最新文献

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Solving Japanese Puzzles with Heuristics 用启发式方法解决日本谜题
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368102
S. Salcedo-Sanz, E. G. Ortíz-García, Ángel M. Pérez-Bellido, J. A. Portilla-Figueras, X. Yao
This paper presents two heuristics algorithms to solve Japanese puzzles, both black and white puzzles and color puzzles. First, we present ad-hoc heuristics which use the information in rows, columns, and puzzle's constraints to obtain the solution of the puzzle. The best heuristic developed for black and white puzzles is then extended to solving color Japanese puzzles. We show the performance of the proposed heuristics in several examples from a well known Web page devoted to this kind of puzzles. Comparison with an existing solver based on constraint programming and with a genetic algorithm is carried out
本文提出了两种启发式算法求解日语字谜,即黑白字谜和彩色字谜。首先,我们提出了一种特殊的启发式算法,利用行、列和谜题约束中的信息来获得谜题的解。针对黑白谜题开发的最佳启发式方法随后扩展到解决彩色日本谜题。我们在一个著名的致力于这类谜题的Web页面的几个示例中展示了所提出的启发式的性能。并与现有的约束规划求解器和遗传算法进行了比较
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引用次数: 16
Point-to-Point Car Racing: an Initial Study of Evolution Versus Temporal Difference Learning 点对点赛车:演化与时间差异学习的初步研究
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368107
S. Lucas, J. Togelius
This paper considers variations on an extremely simple form of car racing, the challenge being to visit as many way-points as possible in a fixed amount of time. The simplicity of the models enables a very thorough evaluation of various learning algorithms and control architectures, and enables other researchers to work on the same models with relative ease. The models are used to compare the performance of various hand-programmed controllers, and neural networks trained using evolution, and using temporal difference learning. Comparisons are also made between state-based and action-based controller architectures. The best controllers were obtained using evolution to learn the weights of state-evaluation neural networks, and these were greatly superior to human drivers
本文考虑的是一种极其简单的赛车形式,其挑战在于在固定时间内访问尽可能多的路径点。模型的简单性使得对各种学习算法和控制体系结构进行非常彻底的评估,并使其他研究人员能够相对轻松地研究相同的模型。这些模型用于比较各种手动编程控制器的性能,以及使用进化和时间差分学习训练的神经网络。我们还比较了基于状态和基于动作的控制器架构。利用进化学习状态评估神经网络的权值,得到了较好的控制器,大大优于人类驾驶员
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引用次数: 37
Tournament Particle Swarm Optimization 锦标赛粒子群优化
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368091
W. H. Duminy, A. Engelbrecht
This paper introduces tournament particle swarm optimization (PSO) as a method to optimize weights of game tree evaluation functions in a competitive environment using particle swarm optimization. This method makes use of tournaments to ensure a fair evaluation of the performance of particles in the swarm, relative to that of other particles. The empirical work presented compares the performance of different tournament methods that can be applied to the tournament PSO, with application to Checkers.
本文介绍了竞赛粒子群算法(PSO)作为一种利用粒子群算法优化竞争环境下博弈树评价函数权重的方法。这种方法利用比赛来确保群体中粒子相对于其他粒子的性能得到公平的评估。本文的实证工作比较了不同比赛方法的性能,这些方法可以应用于比赛PSO,并应用于跳棋。
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引用次数: 1
Effective Use of Transposition Tables in Stochastic Game Tree Search 置换表在随机博弈树搜索中的有效应用
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368086
J. Veness, Alan Blair
Transposition tables are one common method to improve an alpha-beta searcher. We present two methods for extending the usage of transposition tables to chance nodes during stochastic game tree search. Empirical results show that these techniques can reduce the search effort of Ballard's Star2 algorithm by 37 percent.
换位表是改进alpha-beta搜索器的一种常用方法。在随机博弈树搜索中,我们提出了两种将置换表的使用扩展到机会节点的方法。实证结果表明,这些技术可以将巴拉德的Star2算法的搜索工作量减少37%。
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引用次数: 12
Discovering Chinese Chess Strategies through Coevolutionary Approaches 通过共同进化方法发现中国象棋策略
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368121
Chin Soon Ong, H. Quek, K. Tan, A. Tay
Coevolutionary techniques have been proven to be effective in evolving solutions to many game related problems, with successful applications in many complex chess-like games like Othello, Checkers and Western Chess. This paper explores the application of coevolutionary models to learn Chinese Chess strategies. The proposed Chinese Chess engine uses alpha-beta search algorithm, quiescence search and move ordering. Three different models are studied: single-population competitive, host-parasite competitive and cooperative coevolutionary models. A modified alpha-beta algorithm is also developed for performance evaluation and an archiving mechanism is implemented to handle intransitive behaviour. Interesting traits are revealed when the coevolution models are simulated under different settings - with and without opening book. Results show that the coevolved players can perform relatively well, with the cooperative model being best for finding good players under random strategy initialization and the host-parasite model being best for the case when strategies are initialized with a good set of starting seeds.
协同进化技术已被证明在解决许多游戏相关问题方面是有效的,并成功应用于许多复杂的象棋类游戏,如奥赛罗、跳棋和西洋象棋。本文探讨了协同进化模型在中国象棋策略学习中的应用。所提出的中国象棋引擎采用了alpha-beta搜索算法、静止搜索和走法排序。研究了三种不同的模型:单种群竞争模型、宿主-寄生虫竞争模型和合作共同进化模型。改进的alpha-beta算法也用于性能评估,并实现了归档机制来处理不可传递行为。当共同进化模型在不同的设置下进行模拟时,有趣的特征被揭示出来——有和没有打开书。结果表明,在随机策略初始化情况下,合作模型最适合寻找优秀的玩家,而在初始化策略时,宿主-寄生虫模型最适合寻找优秀的玩家。
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引用次数: 16
Evolving Parameters for Xpilot Combat Agents Xpilot战斗代理的演化参数
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368104
G. Parker, M. Parker
In this paper we present a new method for evolving autonomous agents that are competitive in the space combat game Xpilot. A genetic algorithm is used to evolve the parameters related to the sensitivity of the agent to input stimuli and the agent's level of reaction to these stimuli. The resultant controllers are comparable to the best hand programmed artificial Xpilot bots, are competitive with human players, and display interesting behaviors that resemble human strategies.
在本文中,我们提出了一种新的方法来进化在空间战斗游戏Xpilot中竞争的自主代理。使用遗传算法来进化与智能体对输入刺激的敏感性和智能体对这些刺激的反应水平相关的参数。由此产生的控制器可以与最好的人工编程Xpilot机器人相媲美,与人类玩家竞争,并显示出类似于人类策略的有趣行为。
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引用次数: 21
Modelling the Evolution of Cooperative Behavior in Ad Hoc Networks using a Game Based Model 基于博弈模型的Ad Hoc网络合作行为演化建模
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368084
M. Seredynski, P. Bouvry, M. Kłopotek
In this paper we address the problem of cooperation and selfish behavior in ad hoc networks. We present a new game theory based model to study cooperation between nodes. This model has some similarities with the iterated prisoner's dilemma under the random pairing game. In such game randomly chosen players receive payoffs that depend on the way they behave. The network gaming model includes a simple reputation collection and trust evaluation mechanisms. In our proposition a decision whether to forward or discard a packet is determined by a strategy based on the trust level in the source node of the packet and some general information about behavior of the network. A genetic algorithm (GA) is applied to evolve strategies for the participating nodes. These strategies are targeted to maximize the throughput of the network by enforcing cooperation. Experimental results show that proposed strategy based approach successfully enforces cooperation maximizing the network throughput
本文研究了自组织网络中的合作和自私行为问题。提出了一种新的基于博弈论的节点间合作研究模型。该模型与随机配对博弈下的迭代囚徒困境有一定的相似性。在这种游戏中,随机选择的玩家所获得的回报取决于他们的行为方式。网络博弈模型包括一个简单的信誉收集和信任评估机制。在我们的命题中,决定是否转发或丢弃数据包是由基于数据包源节点的信任级别和一些关于网络行为的一般信息的策略决定的。采用遗传算法对参与节点进行策略演化。这些策略的目标是通过强制合作来最大化网络的吞吐量。实验结果表明,该方法成功地实现了网络吞吐量最大化的合作
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引用次数: 21
Move Prediction in Go with the Maximum Entropy Method 最大熵法在围棋中的移动预测
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368097
Nobuo Araki, Kazuhiro Yoshida, Yoshimasa Tsuruoka, Junichi Tsujii
We address the problem of predicting moves in the board game of Go. We use the relative frequencies of local board patterns observed in game records to generate a ranked list of moves, and then apply the maximum entropy method (MEM) to the list to re-rank the moves. Move prediction is the task of selecting a small number of promising moves from all legal moves, and move prediction output can be used to improve the efficiency of the game tree search. The MEM enables us to make use of multiple overlapping features, while avoiding problems with data sparseness. Our system was trained on 20000 expert games and had 33.9% prediction accuracy in 500 expert games
我们解决了在围棋棋盘游戏中预测走法的问题。我们使用在游戏记录中观察到的本地棋盘模式的相对频率来生成一个排名的移动列表,然后对列表应用最大熵方法(MEM)来重新排列移动。移动预测是从所有合法的移动中选择少量有希望的移动,移动预测输出可以用来提高游戏树搜索的效率。MEM使我们能够利用多个重叠的特征,同时避免了数据稀疏的问题。我们的系统在20000个专家游戏中进行了训练,在500个专家游戏中有33.9%的预测准确率
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引用次数: 22
Genetic Algorithms for Finding Optimal Strategies for a Student's Game 寻找学生博弈最优策略的遗传算法
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368119
T. Butter, Franz Rothlauf, Jörn Grahl, T. Hildenbrand, J. Arndt
Important advantages of genetic algorithms (GAs) are their ease of use, their wide applicability, and their good performance for a wide range of different problems. GAs are able to find good solutions for many problems even if the problem is complicated and its properties are not well known. In contrast, classical optimization approaches like linear programming or mixed integer linear programs (MILP) can only be applied to restricted types of problems as non-linearities of a problem that occur in many real-world applications can be modeled appropriately. This paper illustrates for an entertaining student game that GAs can easily be adapted to a problem where only limited knowledge about its properties and complexity are available and are able to solve the problem easily. Modeling the problem as a MILP and trying to solve it by using a standard MILP solver reveals that it is not solvable within reasonable time whereas GAs can solve it in a few seconds. The game studied is known to students as the so-called "beer-run". There are different teams that have to walk a certain distance and to carry a case of beer. When reaching the goal all beer must have been consumed by the group and the winner of the game is the fastest team. The goal of optimization algorithms is to determine a strategy that minimizes the time necessary to reach the goal. This problem was chosen as it is not well studied and allows to demonstrate the advantages of using metaheuristics like GAs in comparison to standard optimization methods like MILP solvers for problems of unknown structure and complexity
遗传算法(GAs)的重要优点是易于使用,广泛的适用性以及对各种不同问题的良好性能。GAs能够为许多问题找到好的解决方案,即使问题很复杂,其性质不为人所知。相比之下,经典的优化方法,如线性规划或混合整数线性规划(MILP)只能应用于有限类型的问题,因为在许多实际应用中出现的问题的非线性可以适当地建模。本文通过一款有趣的学生游戏说明,GAs可以很容易地适用于只有有限属性和复杂性知识的问题,并且能够轻松解决问题。将问题建模为一个MILP,并尝试使用标准的MILP求解器来解决它,结果表明它不能在合理的时间内解决,而GAs可以在几秒钟内解决它。学生们所研究的游戏被称为所谓的“啤酒跑”。有不同的队伍必须走一定的距离,并携带一箱啤酒。当到达目标时,所有的啤酒必须被小组消耗掉,游戏的赢家是最快的团队。优化算法的目标是确定一种策略,使达到目标所需的时间最小化。选择这个问题是因为它没有得到很好的研究,并且可以证明使用像GAs这样的元启发式方法的优势,而不是像MILP求解器这样的标准优化方法来解决未知结构和复杂性的问题
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引用次数: 0
Vidya: A God Game Based on Intelligent Agents Whose Actions are Devised Through Evolutionary Computation Vidya:基于智能代理的上帝游戏,其行为是通过进化计算设计的
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368120
Marcelo Souza Pita, S. S. Madeiro, Fernando Buarque de Lima-Neto
Vidya is a strategy computer game, god-style that can be seen as a rich environment where virtual beings compete among themselves for natural resources and strive within the artificial ecosystem. Although in this game the player cannot directly control the intelligent agents, he can give some intuitions to them. Together with these intuitions the agents, called Jivas $the most developed species of the ecosystem, devise actions through evolutionary computation. The game allows also the observation of all interactions among the various beings inhabiting Vidya. Interactions happen in a quasi-autonomous manner which grants the game with an interesting dynamics. The evolved Jiva's intelligence, which build-up during the game, can be reused in other game scenarios. This work might help on further understanding of some emergent autonomous behaviors and parameterization of intelligent agents that live in closely coupled ecosystems.
Vidya是一款策略电脑游戏,神的风格,可以看作是一个丰富的环境,虚拟生物相互竞争自然资源,并在人工生态系统中努力。虽然在这个游戏中,玩家不能直接控制智能代理,但他可以给他们一些直觉。与这些直觉一起,被称为Jivas的智能体——生态系统中最发达的物种——通过进化计算来设计行动。游戏还允许观察居住在Vidya的各种生物之间的所有互动。互动以一种准自主的方式发生,这赋予了游戏有趣的动态。Jiva在游戏中积累的智能可以在其他游戏场景中重复使用。这项工作可能有助于进一步理解生活在紧密耦合生态系统中的智能体的一些紧急自治行为和参数化。
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引用次数: 8
期刊
2007 IEEE Symposium on Computational Intelligence and Games
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