智能游戏人工智能合成的多目标神经进化优化方法

Kar Bin Tan, J. Teo, P. Anthony
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引用次数: 0

摘要

许多传统的棋盘游戏,如双陆棋、国际象棋、三联体棋、奥赛罗、跳棋和围棋,已被用作评估无数计算智能系统(包括进化算法(ea)和人工神经网络(ann))性能的研究测试平台。方法包括构建智能搜索算法,通过随机搜索解空间来找到这类棋盘游戏所需的解。最近,一种特殊类型的搜索算法在解决这类博弈问题方面引起了人们的极大兴趣,这就是多目标进化算法(moea)。与基于单目标优化的搜索算法不同,moea能够找到一组在所有冲突目标之间进行权衡的非主导解。在本研究中,研究了多目标方法在围棋人工神经网络进化中的应用。一个简单的三层前馈神经网络被使用,并与帕累托存档进化策略(PAES)一起进化,用于计算机玩家学习和玩小棋盘围棋游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A multi-objective neuro-evolutionary optimization approach to intelligent game AI synthesis
Numerous traditional board games such as Backgammon, Chess, Tic-Tac-Toc, Othello, Checkers, and Go have been used as research test-beds for assessing the performance of myriad computational intelligence systems including evolutionary algorithms (EAs) and artificial neural networks (ANNs). Approaches included building intelligent search algorithms to find the required solutions in such board games by searching through the solutions space stochastically. Recently, one particular type of search algorithm has been receiving a lot of interest in solving such kinds of game problems, which is the multi-objective evolutionary algorithms (MOEAs). Unlike single-objective optimization based search algorithms, MOEAs are able to find a set of non-dominated solutions which trades-off among all the conflicting objectives. In this study, the utilization of a multi-objective approach in evolving ANNs for Go game is investigated. A simple three layered feed-forward ANN is used and evolved with Pareto Archived Evolution Strategies (PAES) for computer players to learn and play the small board Go games.
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