公正组合博弈协同进化算法的运行分析

Alistair Benford, Per Kristian Lehre
{"title":"公正组合博弈协同进化算法的运行分析","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":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2024-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"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\":null,\"pages\":null},\"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}","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

摘要

由于其复杂的动态性,组合博弈是训练博弈代理的算法的一个关键测试案例和应用。CoEAs 根据个体与同时代个体之间的相互作用,迭代选择最强的个体,并将这些个体作为下一代个体的父母(通过随机变异和交叉),从而演化出一个个体群体。然而,CoEAs 在博弈中的成功应用却很难避免诸如循环等病态行为,这个问题对于具有不连续报酬景观的博弈尤为关键。如何设计 CoEA 以避免此类行为,可以通过运行时间分析获得洞察力。在本文中,我们将运行时间分析的范围扩展到组合博弈,证明了 UMDA(CoEA 的一种)发现(高概率)公正组合博弈最优策略所需的模拟博弈数的一般上限。这一结果适用于任何不偏不倚的组合博弈,而且对于许多博弈来说,隐含的上界是博弈位置数的多项式或准多项式函数:在证明了主要结果之后,我们提供了几个简单的著名游戏的应用:Nim、Chomp、Silver Dollar 和 Turning Turtles。作为第一个对组合博弈的 CoEA 进行的运行时间分析,这一结果是朝着建立一个全面的协同演化理论框架迈出的关键一步。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Runtime analysis of a coevolutionary algorithm on impartial combinatorial games
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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信