Evolving cheating DNA networks: a Case Study with the Rock–Paper–Scissors Game

Nathanael Aubert, Q. Dinh, M. Hagiya, T. Fujii, H. Iba, Nicolas Bredèche, Y. Rondelez
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引用次数: 5

Abstract

In models of games, the indirect interactions between players, such as body language or knowledge about the other’s playstyle, are often omitted. They are, however, a rich source of information in real life, and increase the complexity of possible strategies. In the game of rock-paper-scissors, the simple monitoring of the opponent’s move before it was played is a sufficient condition to trigger an arms race of detection and misinformation among evolved individuals. The most interesting aspect of those results is that they were obtained by evolving purely chemical reaction networks thanks to an adapted version of the famous NEAT algorithm. More specifically, those individuals were represented as biochemical systems built on the DNA toolbox, a paradigm that allows both easy in-vitro implementation and predictive in-silico simulation. This guarantees that the specific motives that emerged in this competition would behave identically in a test tube, and thus can be used in a more generic context than the current game.
进化的作弊DNA网络:以石头剪刀布游戏为例
在游戏模型中,玩家之间的间接互动,如肢体语言或对他人游戏风格的了解,往往被忽略。然而,它们是现实生活中丰富的信息来源,并增加了可能的策略的复杂性。在剪刀石头布的游戏中,在对手出棋之前对其进行简单的监视,就足以引发进化个体之间的侦察和错误信息军备竞赛。这些结果中最有趣的方面是,它们是通过进化纯化学反应网络获得的,这要归功于著名的NEAT算法的一个改编版本。更具体地说,这些个体被表示为建立在DNA工具箱上的生化系统,这是一种范式,可以轻松地在体外实施和预测性的计算机模拟。这就保证了在这种竞争中出现的特定动机在试管中表现相同,因此可以用于比当前游戏更通用的情境中。
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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