7 research outputs found

    CSM-423 - Evolutionary Solo Pong Players

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    An Internet Java Applet http://www.cs.essex.ac.uk/staff/poli/ SoloPong/ allows users anywhere to play the Solo Pong game. We compare people?s performance to a hand coded ?Optimal? player and programs automatically produced by artificial intelligence. The AI techniques are: genetic programming, including a hybrid of GP and a human designed algorithm, and a particle swarm optimiser. The AI approaches are not fine tuned. GP and PSO find good players. Evolutionary computation (EC) is able to beat both human designed code and human players

    What Is Cognitive Psychology?

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    What Is Cognitive Psychology? identifies the theoretical foundations of cognitive psychology—foundations which have received very little attention in modern textbooks. Beginning with the basics of information processing, Michael R. W. Dawson explores what experimental psychologists infer about these processes and considers what scientific explanations are required when we assume cognition is rule-governed symbol manipulation. From these foundations, psychologists can identify the architecture of cognition and better understand its role in debates about its true nature. This volume offers a deeper understanding of cognitive psychology and presents ideas for integrating traditional cognitive psychology with more modern fields like cognitive neuroscience.Publishe

    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

    ABSTRACT Man Versus Machine for the World Checkers Championship

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    his title against the computer program Chinook. The best-of-40-game match was won by Dr. Tinsley who scored 4 wins to Chinook’s 2 with 33 games drawn. This was the first time in history that a program played for a human World Championship. 1
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