基于进化博弈学习的多媒体适应度函数优化

Sanjay M. Shah, Chirag S. Thaker, D. Singh
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引用次数: 9

摘要

人工智能的一个领域是桌面游戏。游戏程序通常被描述为搜索和知识的结合。桌游很受欢迎。桌面游戏提供了动态环境,使其成为计算智能理论、架构和算法的理想领域。构建质量评估功能通常需要大量的手工工作和运气。评价函数的好坏取决于它的准确性、相关性、成本和结果。必须处理所有这些参数,并将称重结果添加到实验评价函数中。由于问题的状态空间非常大,遗传算法等进化算法被应用于博弈。在自然进化中,个体的适合度是根据其竞争对手和合作者以及环境来定义的。进化算法遵循同样的路径来进化游戏程序。在所有的电脑棋盘游戏中,围棋(五行)是围棋的一种变体。本文主要介绍了遗传算法如何应用于围棋游戏中,通过线性评价函数应用遗传算子来获得适应度值。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Multimedia based fitness function optimization through evolutionary game learning
One of the areas of Artificial intelligence is Board Game Playing. Game-playing programs are often described as being a combination of search and knowledge. The board games are very popular. Board Games provide dynamic environments that make them ideal area of computational intelligence theories, architectures, and algorithms. Building a quality evaluation function is usually a lot of manual hard work and luck. The goodness of the evaluation function is determined by its accuracy, relevance, cost and outcome. All of these parameters must be addressed and the weighed results are added to an evaluation function experimentally. Evolutionary algorithms such as Genetic algorithm are applied to the game playing because of the very large state space of the problem. In natural evolution, the fitness of an individual is defined with respect to its competitors and collaborators, as well as to the environment. Evolutionary algorithms follow the same path to evolve game playing programs. Among all computer board games, Go-moku (Five-inLine), which is a variant of a Game of GO. This paper mainly highlights how genetic algorithm can be applied to game of Go-moku, where fitness values can be used by applying genetic operators through linear evaluation function.
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