18 research outputs found

    Investigating evolutionary checkers by incorporating individual and social learning, N-tuple systems and a round robin tournament

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    In recent years, much research attention has been paid to evolving self-learning game players. Fogel's Blondie24 is just one demonstration of a real success in this field and it has inspired many other scientists. In this thesis, artificial neural networks are employed to evolve game playing strategies for the game of checkers by introducing a league structure into the learning phase of a system based on Blondie24. We believe that this helps eliminate some of the randomness in the evolution. The best player obtained is tested against an evolutionary checkers program based on Blondie24. The results obtained are promising. In addition, we introduce an individual and social learning mechanism into the learning phase of the evolutionary checkers system. The best player obtained is tested against an implementation of an evolutionary checkers program, and also against a player, which utilises a round robin tournament. The results are promising. N-tuple systems are also investigated and are used as position value functions for the game of checkers. The architecture of the n-tuple is utilises temporal difference learning. The best player obtained is compared with an implementation of evolutionary checkers program based on Blondie24, and also against a Blondie24 inspired player, which utilises a round robin tournament. The results are promising. We also address the question of whether piece difference and the look-ahead depth are important factors in the Blondie24 architecture. Our experiments show that piece difference and the look-ahead depth have a significant effect on learning abilities

    Investigating evolutionary checkers by incorporating individual and social learning, N-tuple systems and a round robin tournament

    Get PDF
    In recent years, much research attention has been paid to evolving self-learning game players. Fogel's Blondie24 is just one demonstration of a real success in this field and it has inspired many other scientists. In this thesis, artificial neural networks are employed to evolve game playing strategies for the game of checkers by introducing a league structure into the learning phase of a system based on Blondie24. We believe that this helps eliminate some of the randomness in the evolution. The best player obtained is tested against an evolutionary checkers program based on Blondie24. The results obtained are promising. In addition, we introduce an individual and social learning mechanism into the learning phase of the evolutionary checkers system. The best player obtained is tested against an implementation of an evolutionary checkers program, and also against a player, which utilises a round robin tournament. The results are promising. N-tuple systems are also investigated and are used as position value functions for the game of checkers. The architecture of the n-tuple is utilises temporal difference learning. The best player obtained is compared with an implementation of evolutionary checkers program based on Blondie24, and also against a Blondie24 inspired player, which utilises a round robin tournament. The results are promising. We also address the question of whether piece difference and the look-ahead depth are important factors in the Blondie24 architecture. Our experiments show that piece difference and the look-ahead depth have a significant effect on learning abilities

    Neuroevolution in Games: State of the Art and Open Challenges

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    This paper surveys research on applying neuroevolution (NE) to games. In neuroevolution, artificial neural networks are trained through evolutionary algorithms, taking inspiration from the way biological brains evolved. We analyse the application of NE in games along five different axes, which are the role NE is chosen to play in a game, the different types of neural networks used, the way these networks are evolved, how the fitness is determined and what type of input the network receives. The article also highlights important open research challenges in the field.Comment: - Added more references - Corrected typos - Added an overview table (Table 1

    BNAIC 2008:Proceedings of BNAIC 2008, the twentieth Belgian-Dutch Artificial Intelligence Conference

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    Proceedings of the 22nd Conference on Formal Methods in Computer-Aided Design – FMCAD 2022

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    The Conference on Formal Methods in Computer-Aided Design (FMCAD) is an annual conference on the theory and applications of formal methods in hardware and system verification. FMCAD provides a leading forum to researchers in academia and industry for presenting and discussing groundbreaking methods, technologies, theoretical results, and tools for reasoning formally about computing systems. FMCAD covers formal aspects of computer-aided system design including verification, specification, synthesis, and testing

    Proceedings of the 22nd Conference on Formal Methods in Computer-Aided Design – FMCAD 2022

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    The Conference on Formal Methods in Computer-Aided Design (FMCAD) is an annual conference on the theory and applications of formal methods in hardware and system verification. FMCAD provides a leading forum to researchers in academia and industry for presenting and discussing groundbreaking methods, technologies, theoretical results, and tools for reasoning formally about computing systems. FMCAD covers formal aspects of computer-aided system design including verification, specification, synthesis, and testing

    Using MapReduce Streaming for Distributed Life Simulation on the Cloud

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    Distributed software simulations are indispensable in the study of large-scale life models but often require the use of technically complex lower-level distributed computing frameworks, such as MPI. We propose to overcome the complexity challenge by applying the emerging MapReduce (MR) model to distributed life simulations and by running such simulations on the cloud. Technically, we design optimized MR streaming algorithms for discrete and continuous versions of Conway’s life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MR’s applicability to a-life simulations and general enough to make our results applicable to various lattice-based a-life models. We implement and empirically evaluate our algorithms’ performance on Amazon’s Elastic MR cloud. Our experiments demonstrate that a single MR optimization technique called strip partitioning can reduce the execution time of continuous life simulations by 64%. To the best of our knowledge, we are the first to propose and evaluate MR streaming algorithms for lattice-based simulations. Our algorithms can serve as prototypes in the development of novel MR simulation algorithms for large-scale lattice-based a-life models.https://digitalcommons.chapman.edu/scs_books/1014/thumbnail.jp

    Monte-Carlo tree search enhancements for one-player and two-player domains

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