遗传规划与查找表学习在恶搞游戏中的比较

M. Wittkamp, L. Barone, Lyndon While
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引用次数: 11

摘要

许多游戏需要对手建模以获得最佳性能。进化计算技术的内隐学习和自适应特性提供了一种自然的方法来开发和探索对手的策略模型,而不会产生很大的开销。在本文中,我们比较了两种学习技术在欺骗游戏(一种简单的不完全信息的猜谜游戏)中的策略发展。我们比较了遗传编程方法和基于查找表的方法,对比了每种方法在不同游戏场景中的表现。结果表明,两种方法都有各自的优点,但遗传规划方法在公共信息较少的情况下具有更好的性能。我们也会尝试这两种方法来对付不同策略的对手;结果表明,遗传规划方法比基于查找表的方法能够更好地响应策略变化
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Comparison of Genetic Programming and Look-up Table Learning for the Game of Spoof
Many games require opponent modeling for optimal performance. The implicit learning and adaptive nature of evolutionary computation techniques offer a natural way to develop and explore models of an opponent's strategy without significant overhead. In this paper, we compare two learning techniques for strategy development in the game of Spoof, a simple guessing game of imperfect information. We compare a genetic programming approach with a look-up table based approach, contrasting the performance of each in different scenarios of the game. Results show both approaches have their advantages, but that the genetic programming approach achieves better performance in scenarios with little public information. We also trial both approaches against opponents who vary their strategy; results showing that the genetic programming approach is better able to respond to strategy changes than the look-up table based approach
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