{"title":"Runtime analysis of a coevolutionary algorithm on impartial combinatorial games","authors":"Alistair Benford, Per Kristian Lehre","doi":"arxiv-2409.04177","DOIUrl":null,"url":null,"abstract":"Due to their complex dynamics, combinatorial games are a key test case and\napplication for algorithms that train game playing agents. Among those\nalgorithms that train using self-play are coevolutionary algorithms (CoEAs).\nCoEAs evolve a population of individuals by iteratively selecting the strongest\nbased on their interactions against contemporaries, and using those selected as\nparents for the following generation (via randomised mutation and crossover).\nHowever, the successful application of CoEAs for game playing is difficult due\nto pathological behaviours such as cycling, an issue especially critical for\ngames with intransitive payoff landscapes. Insight into how to design CoEAs to avoid such behaviours can be provided by\nruntime analysis. In this paper, we push the scope of runtime analysis to\ncombinatorial games, proving a general upper bound for the number of simulated\ngames needed for UMDA (a type of CoEA) to discover (with high probability) an\noptimal strategy for an impartial combinatorial game. This result applies to\nany impartial combinatorial game, and for many games the implied bound is\npolynomial or quasipolynomial as a function of the number of game positions.\nAfter proving the main result, we provide several applications to simple\nwell-known games: Nim, Chomp, Silver Dollar, and Turning Turtles. As the first\nruntime analysis for CoEAs on combinatorial games, this result is a critical\nstep towards a comprehensive theoretical framework for coevolution.","PeriodicalId":501347,"journal":{"name":"arXiv - CS - Neural and Evolutionary Computing","volume":"45 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"arXiv - CS - Neural and Evolutionary Computing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/arxiv-2409.04177","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Due to their complex dynamics, combinatorial games are a key test case and
application for algorithms that train game playing agents. Among those
algorithms that train using self-play are coevolutionary algorithms (CoEAs).
CoEAs evolve a population of individuals by iteratively selecting the strongest
based on their interactions against contemporaries, and using those selected as
parents for the following generation (via randomised mutation and crossover).
However, the successful application of CoEAs for game playing is difficult due
to pathological behaviours such as cycling, an issue especially critical for
games with intransitive payoff landscapes. Insight into how to design CoEAs to avoid such behaviours can be provided by
runtime analysis. In this paper, we push the scope of runtime analysis to
combinatorial games, proving a general upper bound for the number of simulated
games needed for UMDA (a type of CoEA) to discover (with high probability) an
optimal strategy for an impartial combinatorial game. This result applies to
any impartial combinatorial game, and for many games the implied bound is
polynomial or quasipolynomial as a function of the number of game positions.
After proving the main result, we provide several applications to simple
well-known games: Nim, Chomp, Silver Dollar, and Turning Turtles. As the first
runtime analysis for CoEAs on combinatorial games, this result is a critical
step towards a comprehensive theoretical framework for coevolution.