30,295 research outputs found

    Social Dilemmas and Cooperation in Complex Networks

    Get PDF
    In this paper we extend the investigation of cooperation in some classical evolutionary games on populations were the network of interactions among individuals is of the scale-free type. We show that the update rule, the payoff computation and, to some extent the timing of the operations, have a marked influence on the transient dynamics and on the amount of cooperation that can be established at equilibrium. We also study the dynamical behavior of the populations and their evolutionary stability.Comment: 12 pages, 7 figures. to appea

    Applications of Evolutionary Computation

    Get PDF
    This book constitutes the refereed conference proceedings of the 18th International Conference on the Applications of Evolutionary Computation, EvoApplications 2015, held in Copenhagen, Spain, in April 2015, colocated with the Evo* 2015 events EuroGP, EvoCOP, and EvoMUSART. The 72 revised full papers presented were carefully reviewed and selected from 125 submissions. EvoApplications 2015 consisted of the following 13 tracks: EvoBIO (evolutionary computation, machine learning and data mining in computational biology), EvoCOMNET (nature-inspired techniques for telecommunication networks and other parallel and distributed systems), EvoCOMPLEX (evolutionary algorithms and complex systems), EvoENERGY (evolutionary computation in energy applications), EvoFIN (evolutionary and natural computation in finance and economics), EvoGAMES (bio-inspired algorithms in games), EvoIASP (evolutionary computation in image analysis, signal processing, and pattern recognition), EvoINDUSTRY (nature-inspired techniques in industrial settings), EvoNUM (bio-inspired algorithms for continuous parameter optimization), EvoPAR (parallel implementation of evolutionary algorithms), EvoRISK (computational intelligence for risk management, security and defence applications), EvoROBOT (evolutionary computation in robotics), and EvoSTOC (evolutionary algorithms in stochastic and dynamic environments)

    Ms Pac-Man versus Ghost Team CEC 2011 competition

    Get PDF
    Games provide an ideal test bed for computational intelligence and significant progress has been made in recent years, most notably in games such as Go, where the level of play is now competitive with expert human play on smaller boards. Recently, a significantly more complex class of games has received increasing attention: real-time video games. These games pose many new challenges, including strict time constraints, simultaneous moves and open-endedness. Unlike in traditional board games, computational play is generally unable to compete with human players. One driving force in improving the overall performance of artificial intelligence players are game competitions where practitioners may evaluate and compare their methods against those submitted by others and possibly human players as well. In this paper we introduce a new competition based on the popular arcade video game Ms Pac-Man: Ms Pac-Man versus Ghost Team. The competition, to be held at the Congress on Evolutionary Computation 2011 for the first time, allows participants to develop controllers for either the Ms Pac-Man agent or for the Ghost Team and unlike previous Ms Pac-Man competitions that relied on screen capture, the players now interface directly with the game engine. In this paper we introduce the competition, including a review of previous work as well as a discussion of several aspects regarding the setting up of the game competition itself. © 2011 IEEE

    Dynamically adjusting game-play in 2D platformers using procedural level generation

    Get PDF
    The rapid growth of the entertainment industry has presented the requirement for more efficient development of computerized games. Importantly, the diversity of audiences that participate in playing games has called for the development of new technologies that allow games to address users with differing levels of skills and preferences. This research presents a systematic study that explored the concept of dynamic difficulty using procedural level generation with interactive evolutionary computation. Additionally, the design, development and trial of computerized agents the play game levels in the place of a human player is detailed. The work presented in this thesis provides a solution to the rapid growth of the entertainment industry whilst providing a more effective means for developing computerized games

    Generating Levels That Teach Mechanics

    Get PDF
    The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience that introduces the player to a game mechanic. It evolves small levels for the Mario AI Framework that can only be beaten by an agent that knows how to perform specific actions in the game. It uses variations of a perfect A* agent that are limited in various ways, such as not being able to jump high or see enemies, to test how failing to do certain actions can stop the player from beating the level.Comment: 8 pages, 7 figures, PCG Workshop at FDG 2018, 9th International Workshop on Procedural Content Generation (PCG2018

    The riddle of togelby

    Get PDF
    © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.At the 2017 Artificial and Computational Intelligence in Games meeting at Dagstuhl, Julian Togelius asked how to make spaces where every way of filling in the details yielded a good game. This study examines the possibility of enriching search spaces so that they contain very high rates of interesting objects, specifically game elements. While we do not answer the full challenge of finding good games throughout the space, this study highlights a number of potential avenues. These include naturally rich spaces, a simple technique for modifying a representation to search only rich parts of a larger search space, and representations that are highly expressive and so exhibit highly restricted and consequently enriched search spaces. We treat the creation of plausible road systems, useful graphics, highly expressive room placement for maps, generation of cavern-like maps, and combinatorial puzzle spaces.Final Accepted Versio

    Applied Computational Intelligence for finance and economics

    Get PDF
    This article introduces some relevant research works on computational intelligence applied to finance and economics. The objective is to offer an appropriate context and a starting point for those who are new to computational intelligence in finance and economics and to give an overview of the most recent works. A classification with five different main areas is presented. Those areas are related with different applications of the most modern computational intelligence techniques showing a new perspective for approaching finance and economics problems. Each research area is described with several works and applications. Finally, a review of the research works selected for this special issue is given.Publicad
    corecore