Measuring interestingness of continuous game problems

S. A. Roberts, S. Lucas
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引用次数: 4

Abstract

This paper investigates the relationship between the difficulty and the interestingness of individual problem candidates from within a class of related problems, using Lunar Lander as a case study. In this class of problems, a 2D spaceship must be controlled by a simple set of macro-actions, including both linear and angular impulses, such that it fulfils a set of weighted criteria relating to landing on a jagged landscape with flat landing pads. It is demonstrated that a very simple measure based on standard deviations of improvement can be used to guide evolution to develop interesting problems in this class of problems, which in turn can be solved using evolution strategies to get a high level of improvement based on initial random performance. We examine the impact of the measure used on the evolution of the problems, and also what aspects of this problem class affect the difficulty and interestingness the most.
测量连续游戏问题的趣味性
本文以月球着陆器为例,研究了一类相关问题中单个候选问题的难度与兴趣之间的关系。在这类问题中,一艘2D宇宙飞船必须由一组简单的宏观动作控制,包括线性和角脉冲,这样它就能满足一组加权标准,这些标准与降落在有平坦着陆垫的参差地形有关。结果表明,基于改进的标准偏差的一个非常简单的度量可以用来指导进化,从而在这类问题中发展出有趣的问题,而这些问题反过来又可以使用进化策略来解决,从而在初始随机性能的基础上获得高水平的改进。我们研究了所使用的测量方法对问题演变的影响,以及这类问题的哪些方面对难度和趣味性影响最大。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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