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- From: acoggins@phoenix.Princeton.EDU (Adam Cody Coggins)
- Subject: Re: Games and genetic algorithms
- Message-ID: <1992Nov18.210045.19530@Princeton.EDU>
- Originator: news@nimaster
- Keywords: genetic algorithms
- Sender: news@Princeton.EDU (USENET News System)
- Nntp-Posting-Host: phoenix.princeton.edu
- Organization: Princeton University
- References: <1992Nov11.001553.12600@samba.oit.unc.edu> <1992Nov11.131739.19137@athena.mit.edu> <1992Nov16.175215.29411@versyss.com>
- Date: Wed, 18 Nov 1992 21:00:45 GMT
- Lines: 58
-
- In article <1992Nov16.175215.29411@versyss.com> keithd@versyss.UUCP (Keith Doyle) writes:
- >In article <1992Nov11.131739.19137@athena.mit.edu> acgoldis@athena.mit.edu (Andrew C Goldish) writes:
- >>[...]
- >One problem you may have with this approach, is that it could take a fairly
- >long time for it to learn, and in the meantime it could be pretty boring
- >for the human opponent.
-
- This is true--this is probably why the traditional computer organism vs.
- computer organism(s) approach has usually been used instead if the computer
- organism vs. human approach. With the o. vs o. approach, you can let the
- organisms battle for survival for hours or days, and one usually has a decent
- opponent when one finally decides to play the survivors.
-
- >[...]
- >However, you may have more success if you create an entire population
- >of organisms, all of which "vote" with regards to a given move, and
- >you cast the computer's move based on the majority. Once the outcome
- >is decided (and you could even have intermediate goals which can be
- >used during the game as well), you can "weigh" each of the organisms
- >performances. In time, even an organism who consistently votes
- >wrong (or votes wrong most of the time) will have a weight adjusted
- >to take this into account, which in effect will turn his vote around
- >(the program can ultimately consider his vote as a "don't make this
- >move"). [...]
-
- I'm not sure I follow you here--how do you decide whether an organism
- votes wrong--by comparing with the majority of the organisms? I don't
- think that would work very well, because it could lead to a reinforcement
- of bad genetic traits. By comparing with the outcome of the game? It is
- difficult in many games to calculate how a single move affects the whole
- outcome...if it was easy, then one wouldn't need to bother with genetic
- algorithms!
-
- An approach I would like to try would be for the population of organisms
- to try to match the *human's* performance as the human plays another human or
- the "best-so-far" genetic organism. The limitation, of course, would be the
- ability of the human. Keith Doyle's comment below (about the organisms
- adapting to a particular human) would also apply.
-
- >Another problem may be that if the game is being played by a variety
- >of human opponents, the program may adapt to one persons playing
- >style, and then begin to forget some of that training if subsequently
- >played by another opponent for awhile, as it begins to adapt to the
- >new opponent. There may be steps you can take to avoid this, but
- >I'm not sure what they are. One approach would be to keep a record
- >of past game moves, and recheck the organism's voting records to see
- >that they're still basically on track. Problem is, as soon as the
- >population changes enough to vary a strategy in an old game, you
- >can't play out the rest of the game (the remainder of the opponents
- >moves no longer apply) to determine if it is a beneficial or
- >detrimental modification.
- >
- >At any rate, good luck. I expect you'll learn some interesting
- >things re: genetic algorithms in the process.
-
- Very true!
-
- -Cody Coggins <acoggins@phoenix.princeton.edu>
-