497 research outputs found

    Automating Game-design and Game-agent Balancing through Computational Intelligence

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    Game design has been a staple of human ingenuity and innovation for as long as games have been around. From sports, such as football, to applying game mechanics to the real world, such as reward schemes in shops, games have impacted the world in surprising ways. The process of developing games can, and should, be aided by automated systems, as machines have proven capable of finding innovative ways of complementing human intuition and inventiveness. When man and machine co-operate, better products are created and the world has only to benefit. This research seeks to find, test and assess methods of using genetic algorithms to human-led game balancing tasks. From tweaking difficulty to optimising pacing, to directing an intelligent agent’s behaviour, all these can benefit from an evolutionary approach and save a game designer many hours, if not days, of work based on trial and error. Furthermore, to improve the speed of any developed GAs, predictive models have been designed to aid the evolutionary process in finding better solutions faster. While these techniques could be applied on a wider variety of tasks, they have been tested almost exclusively on game balance problems. The major contributions are in defining the main challenges of game balance from an academic perspective, proposing solutions for better cooperation between the academic and the industrial side of games, as well as technical improvements to genetic algorithms applied to these tasks. Results have been positive, with success found in both academic publications and industrial cooperation

    A Field Guide to Genetic Programming

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    xiv, 233 p. : il. ; 23 cm.Libro ElectrónicoA Field Guide to Genetic Programming (ISBN 978-1-4092-0073-4) is an introduction to genetic programming (GP). GP is a systematic, domain-independent method for getting computers to solve problems automatically starting from a high-level statement of what needs to be done. Using ideas from natural evolution, GP starts from an ooze of random computer programs, and progressively refines them through processes of mutation and sexual recombination, until solutions emerge. All this without the user having to know or specify the form or structure of solutions in advance. GP has generated a plethora of human-competitive results and applications, including novel scientific discoveries and patentable inventions. The authorsIntroduction -- Representation, initialisation and operators in Tree-based GP -- Getting ready to run genetic programming -- Example genetic programming run -- Alternative initialisations and operators in Tree-based GP -- Modular, grammatical and developmental Tree-based GP -- Linear and graph genetic programming -- Probalistic genetic programming -- Multi-objective genetic programming -- Fast and distributed genetic programming -- GP theory and its applications -- Applications -- Troubleshooting GP -- Conclusions.Contents xi 1 Introduction 1.1 Genetic Programming in a Nutshell 1.2 Getting Started 1.3 Prerequisites 1.4 Overview of this Field Guide I Basics 2 Representation, Initialisation and GP 2.1 Representation 2.2 Initialising the Population 2.3 Selection 2.4 Recombination and Mutation Operators in Tree-based 3 Getting Ready to Run Genetic Programming 19 3.1 Step 1: Terminal Set 19 3.2 Step 2: Function Set 20 3.2.1 Closure 21 3.2.2 Sufficiency 23 3.2.3 Evolving Structures other than Programs 23 3.3 Step 3: Fitness Function 24 3.4 Step 4: GP Parameters 26 3.5 Step 5: Termination and solution designation 27 4 Example Genetic Programming Run 4.1 Preparatory Steps 29 4.2 Step-by-Step Sample Run 31 4.2.1 Initialisation 31 4.2.2 Fitness Evaluation Selection, Crossover and Mutation Termination and Solution Designation Advanced Genetic Programming 5 Alternative Initialisations and Operators in 5.1 Constructing the Initial Population 5.1.1 Uniform Initialisation 5.1.2 Initialisation may Affect Bloat 5.1.3 Seeding 5.2 GP Mutation 5.2.1 Is Mutation Necessary? 5.2.2 Mutation Cookbook 5.3 GP Crossover 5.4 Other Techniques 32 5.5 Tree-based GP 39 6 Modular, Grammatical and Developmental Tree-based GP 47 6.1 Evolving Modular and Hierarchical Structures 47 6.1.1 Automatically Defined Functions 48 6.1.2 Program Architecture and Architecture-Altering 50 6.2 Constraining Structures 51 6.2.1 Enforcing Particular Structures 52 6.2.2 Strongly Typed GP 52 6.2.3 Grammar-based Constraints 53 6.2.4 Constraints and Bias 55 6.3 Developmental Genetic Programming 57 6.4 Strongly Typed Autoconstructive GP with PushGP 59 7 Linear and Graph Genetic Programming 61 7.1 Linear Genetic Programming 61 7.1.1 Motivations 61 7.1.2 Linear GP Representations 62 7.1.3 Linear GP Operators 64 7.2 Graph-Based Genetic Programming 65 7.2.1 Parallel Distributed GP (PDGP) 65 7.2.2 PADO 67 7.2.3 Cartesian GP 67 7.2.4 Evolving Parallel Programs using Indirect Encodings 68 8 Probabilistic Genetic Programming 8.1 Estimation of Distribution Algorithms 69 8.2 Pure EDA GP 71 8.3 Mixing Grammars and Probabilities 74 9 Multi-objective Genetic Programming 75 9.1 Combining Multiple Objectives into a Scalar Fitness Function 75 9.2 Keeping the Objectives Separate 76 9.2.1 Multi-objective Bloat and Complexity Control 77 9.2.2 Other Objectives 78 9.2.3 Non-Pareto Criteria 80 9.3 Multiple Objectives via Dynamic and Staged Fitness Functions 80 9.4 Multi-objective Optimisation via Operator Bias 81 10 Fast and Distributed Genetic Programming 83 10.1 Reducing Fitness Evaluations/Increasing their Effectiveness 83 10.2 Reducing Cost of Fitness with Caches 86 10.3 Parallel and Distributed GP are Not Equivalent 88 10.4 Running GP on Parallel Hardware 89 10.4.1 Master–slave GP 89 10.4.2 GP Running on GPUs 90 10.4.3 GP on FPGAs 92 10.4.4 Sub-machine-code GP 93 10.5 Geographically Distributed GP 93 11 GP Theory and its Applications 97 11.1 Mathematical Models 98 11.2 Search Spaces 99 11.3 Bloat 101 11.3.1 Bloat in Theory 101 11.3.2 Bloat Control in Practice 104 III Practical Genetic Programming 12 Applications 12.1 Where GP has Done Well 12.2 Curve Fitting, Data Modelling and Symbolic Regression 12.3 Human Competitive Results – the Humies 12.4 Image and Signal Processing 12.5 Financial Trading, Time Series, and Economic Modelling 12.6 Industrial Process Control 12.7 Medicine, Biology and Bioinformatics 12.8 GP to Create Searchers and Solvers – Hyper-heuristics xiii 12.9 Entertainment and Computer Games 127 12.10The Arts 127 12.11Compression 128 13 Troubleshooting GP 13.1 Is there a Bug in the Code? 13.2 Can you Trust your Results? 13.3 There are No Silver Bullets 13.4 Small Changes can have Big Effects 13.5 Big Changes can have No Effect 13.6 Study your Populations 13.7 Encourage Diversity 13.8 Embrace Approximation 13.9 Control Bloat 13.10 Checkpoint Results 13.11 Report Well 13.12 Convince your Customers 14 Conclusions Tricks of the Trade A Resources A.1 Key Books A.2 Key Journals A.3 Key International Meetings A.4 GP Implementations A.5 On-Line Resources 145 B TinyGP 151 B.1 Overview of TinyGP 151 B.2 Input Data Files for TinyGP 153 B.3 Source Code 154 B.4 Compiling and Running TinyGP 162 Bibliography 167 Inde

    Optimisation of speed camera locations using genetic algorithm and pattern search

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    Road traffic accidents continue to be a public health problem and are a global issue due to the huge financial burden they place on families and society as a whole. Speed has been identified as a major contributor to the severity of traffic accidents and there is the need for better speed management if road traffic accidents are to be reduced. Over the years various measures have been implemented to manage vehicle speeds. The use of speed cameras and vehicle activated signs in recent times has contributed to the reduction of vehicle speeds to various extents. Speed cameras use punitive measures whereas vehicle activated signs do not so their use depends on various factors. Engineers, planners and decision makers responsible for determining the best place to mount a speed camera or vehicle activated sign along a road have based their decision on experience, site characteristics and available guidelines (Department for Transport, 2007; Department for Transport, 2006; Department for Transport, 2003). These decisions can be subjective and indications are that a more formal and directed approach aimed at bringing these available guidelines together in a model will be beneficial in making the right decision as to where to place a speed camera or vehicle activated sign is to be made. The use of optimisation techniques have been applied in other areas of research but this has been clearly absent in the Transport Safety sector. This research aims to contribute to speed reduction by developing a model to help decision makers determine the optimum location for a speed control device. In order to achieve this, the first study involved the development of an Empirical Bayes Negative Binomial regression accident prediction model to predict the number of fatal and serious accidents combined and the number of slight accidents. The accident prediction model that was used explored the effect of certain geometric and traffic characteristics on the effect of the severity of road traffic accident numbers on selected A-roads within the Nottinghamshire and Leicestershire regions of United Kingdom. On A-roads some model variables (n=10) were found to be statistically significant for slight accidents and (n=6) for fatal and serious accidents. The next study used the accident prediction model developed in two optimisation techniques to help predict the optimal location for speed cameras or vehicle activated signs. Pattern Search and Genetic Algorithms were the two main types of optimisation techniques utilised in this thesis. The results show that the two methods did produce similar results in some instances but different in others. Optimised results were compared to some existing sites with speed cameras some of the results obtained from the optimisation techniques used were within proximity of about 160m. A validation method was applied to the genetic algorithm and pattern search optimisation methods. The pattern search method was found to be more consistent than the genetic algorithm method. Genetic algorithm results produced slightly different results at validation in comparison with the initial results. T-test results show a significant difference in the function values for the validated genetic algorithm (M= 607649.34, SD= 1055520.75) and the validated pattern search function values (M= 2.06, SD= 1.17) under the condition t (79) = 5.15, p=0.000. There is a role that optimisation techniques can play in helping to determine the optimum location for a speed camera or vehicle activated sign based on a set of objectives and specified constraints. The research findings as a whole show that speed cameras and vehicle activated signs are an effective speed management tool. Their deployment however needs to be carefully considered by engineers, planners and decision makers so as to achieve the required level of effectiveness. The use of optimisation techniques which has been generally absent in the Transport Safety sector has been shown in this thesis to have the potential to contribute to improve speed management. There is however no doubt that this research will stimulate interest in this rather new but high potential area of Transport Safety

    Towards Player-Driven Procedural Content Generation

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    Efficient Learning Machines

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    Computer scienc

    Reinforcement Learning

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    Brains rule the world, and brain-like computation is increasingly used in computers and electronic devices. Brain-like computation is about processing and interpreting data or directly putting forward and performing actions. Learning is a very important aspect. This book is on reinforcement learning which involves performing actions to achieve a goal. The first 11 chapters of this book describe and extend the scope of reinforcement learning. The remaining 11 chapters show that there is already wide usage in numerous fields. Reinforcement learning can tackle control tasks that are too complex for traditional, hand-designed, non-learning controllers. As learning computers can deal with technical complexities, the tasks of human operators remain to specify goals on increasingly higher levels. This book shows that reinforcement learning is a very dynamic area in terms of theory and applications and it shall stimulate and encourage new research in this field

    Automatic Algorithm Selection for Complex Simulation Problems

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    To select the most suitable simulation algorithm for a given task is often difficult. This is due to intricate interactions between model features, implementation details, and runtime environment, which may strongly affect the overall performance. The thesis consists of three parts. The first part surveys existing approaches to solve the algorithm selection problem and discusses techniques to analyze simulation algorithm performance.The second part introduces a software framework for automatic simulation algorithm selection, which is evaluated in the third part.Die Auswahl des passendsten Simulationsalgorithmus für eine bestimmte Aufgabe ist oftmals schwierig. Dies liegt an der komplexen Interaktion zwischen Modelleigenschaften, Implementierungsdetails und Laufzeitumgebung. Die Arbeit ist in drei Teile gegliedert. Der erste Teil befasst sich eingehend mit Vorarbeiten zur automatischen Algorithmenauswahl, sowie mit der Leistungsanalyse von Simulationsalgorithmen. Der zweite Teil der Arbeit stellt ein Rahmenwerk zur automatischen Auswahl von Simulationsalgorithmen vor, welches dann im dritten Teil evaluiert wird

    Machine Learning Approaches for Natural Resource Data

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    Abstract Real life applications involving efficient management of natural resources are dependent on accurate geographical information. This information is usually obtained by manual on-site data collection, via automatic remote sensing methods, or by the mixture of the two. Natural resource management, besides accurate data collection, also requires detailed analysis of this data, which in the era of data flood can be a cumbersome process. With the rising trend in both computational power and storage capacity, together with lowering hardware prices, data-driven decision analysis has an ever greater role. In this thesis, we examine the predictability of terrain trafficability conditions and forest attributes by using a machine learning approach with geographic information system data. Quantitative measures on the prediction performance of terrain conditions using natural resource data sets are given through five distinct research areas located around Finland. Furthermore, the estimation capability of key forest attributes is inspected with a multitude of modeling and feature selection techniques. The research results provide empirical evidence on whether the used natural resource data is sufficiently accurate enough for practical applications, or if further refinement on the data is needed. The results are important especially to forest industry since even slight improvements to the natural resource data sets utilized in practice can result in high saves in terms of operation time and costs. Model evaluation is also addressed in this thesis by proposing a novel method for estimating the prediction performance of spatial models. Classical model goodness of fit measures usually rely on the assumption of independently and identically distributed data samples, a characteristic which normally is not true in the case of spatial data sets. Spatio-temporal data sets contain an intrinsic property called spatial autocorrelation, which is partly responsible for breaking these assumptions. The proposed cross validation based evaluation method provides model performance estimation where optimistic bias due to spatial autocorrelation is decreased by partitioning the data sets in a suitable way. Keywords: Open natural resource data, machine learning, model evaluationTiivistelmä Käytännön sovellukset, joihin sisältyy luonnonvarojen hallintaa ovat riippuvaisia tarkasta paikkatietoaineistosta. Tämä paikkatietoaineisto kerätään usein manuaalisesti paikan päällä, automaattisilla kaukokartoitusmenetelmillä tai kahden edellisen yhdistelmällä. Luonnonvarojen hallinta vaatii tarkan aineiston keräämisen lisäksi myös sen yksityiskohtaisen analysoinnin, joka tietotulvan aikakautena voi olla vaativa prosessi. Nousevan laskentatehon, tallennustilan sekä alenevien laitteistohintojen myötä datapohjainen päätöksenteko on yhä suuremmassa roolissa. Tämä väitöskirja tutkii maaston kuljettavuuden ja metsäpiirteiden ennustettavuutta käyttäen koneoppimismenetelmiä paikkatietoaineistojen kanssa. Maaston kuljettavuuden ennustamista mitataan kvantitatiivisesti käyttäen kaukokartoitusaineistoa viideltä eri tutkimusalueelta ympäri Suomea. Tarkastelemme lisäksi tärkeimpien metsäpiirteiden ennustettavuutta monilla eri mallintamistekniikoilla ja piirteiden valinnalla. Väitöstyön tulokset tarjoavat empiiristä todistusaineistoa siitä, onko käytetty luonnonvaraaineisto riittävän laadukas käytettäväksi käytännön sovelluksissa vai ei. Tutkimustulokset ovat tärkeitä erityisesti metsäteollisuudelle, koska pienetkin parannukset luonnonvara-aineistoihin käytännön sovelluksissa voivat johtaa suuriin säästöihin niin operaatioiden ajankäyttöön kuin kuluihin. Tässä työssä otetaan kantaa myös mallin evaluointiin esittämällä uuden menetelmän spatiaalisten mallien ennustuskyvyn estimointiin. Klassiset mallinvalintakriteerit nojaavat yleensä riippumattomien ja identtisesti jakautuneiden datanäytteiden oletukseen, joka ei useimmiten pidä paikkaansa spatiaalisilla datajoukoilla. Spatio-temporaaliset datajoukot sisältävät luontaisen ominaisuuden, jota kutsutaan spatiaaliseksi autokorrelaatioksi. Tämä ominaisuus on osittain vastuussa näiden oletusten rikkomisesta. Esitetty ristiinvalidointiin perustuva evaluointimenetelmä tarjoaa mallin ennustuskyvyn mitan, missä spatiaalisen autokorrelaation vaikutusta vähennetään jakamalla datajoukot sopivalla tavalla. Avainsanat: Avoin luonnonvara-aineisto, koneoppiminen, mallin evaluoint
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