使用游戏进行基准测试,并使用符号技术表示完整的解决方案空间

G. Fey, S. Kinder, R. Drechsler
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引用次数: 1

摘要

游戏通常本质上是多价值问题,它们的多样性提供了不同程度的复杂性。此外,许多游戏都有一个参数,如棋盘大小,允许生成相同问题的不同大小的实例。所有这些都使它们非常适合在多值领域进行基准测试。到目前为止,在这一领域缺乏基准通常通过将问题从二进制转移到多值来弥补,但对于一些应用领域,这是不够的。本文主要关注三款我们认为适合进行基准测试的游戏。我们展示了游戏复杂性的差异,并比较了其中一个游戏的两种编码方案。所有三个问题都通过符号技术建模,即决策图,从而得到解决方案空间的完整表示。这种表示有几种应用,例如,在客观地分析解空间上不同启发式的效率或加快学习算法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Using games for benchmarking and representing the complete solution space using symbolic techniques
Games often are inherently multi-valued problems and their wide variety offers different graduations of complexity. Moreover a lot of games have a parameter, like board-size that allows to generate differently sized instances of the same problem. All this makes them perfectly suitable for benchmarking in the multi-valued domain. So far the lack of benchmarks in this area often was compensated by transferring problems from binary to multi-valued, but for several application domains this is not adequate. This paper focuses on three games, that we consider suitable for benchmarking. We show the differences in complexity of the games and compare two coding schemes for one of them. All three problems are modeled by symbolic techniques, namely decision diagrams, leading to a complete representation of the solution space. This representation finds several applications, e.g. in objectively analyzing the efficiency of different heuristics on a solution space or to speed up learning algorithms.
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