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Article View: comp.ai.genetic
Article #109

Re: Simple problems to solve genetically

#109
From: Warren Vonroeschlaub
Date: Tue, 12 Jan 1993 18:05
31 lines
1965 bytes
In article <7268265448-38850@exaia>, bruhn@exaia (Peter Bruhn ) writes:
>In article <1993Jan11.145224@IASTATE.EDU> from [Mon, 11 Jan 1993 20:52:24 GMT]
you wrote:
>> In article <1993Jan8.202702.21180@fcom.cc.utah.edu>,
>> freier@mail.physics.utah.edu (rodney james freier) writes:
>> >   I'm looking for a few simple games/problems that can be played/solved
>> > genetically.  I'm just trying to practice with the concept.
>> 
>>   Just about any game with an evaluation phase can be done (chess, checkers,
>> tic-tac-toe).  Just have an alpha-beta search with node rating, and evolve
>> different ways to rate nodes.  I did this way back with connect-four.
>> 
>>   I think some of the top chess programs already do this.
> 
>Really? I am highly interested in more information. What chess program does
>use GAs? Any references?

  I remember hearing that Carnegie Mellon's "Deep Thought" chess player had its
position evaluater made by a GA (It was #1 in '90 or therabouts).  Can't give
any references though, sorry.  Try looking in the procedings of the computer
chess competitions at around that time.  Some others have done this too from
what I've heard.

 |  __L__
-|-  ___  Warren Kurt vonRoeschlaub
 |  | o | kv07@iastate.edu
 |/ `---' Iowa State University
/|   ___  Math Department
 |  |___| 400 Carver Hall
 |  |___| Ames, IA  50011
 J  _____
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From: kv07@IASTATE.EDU (Warren Vonroeschlaub)
Subject: Re: Simple problems to solve genetically
Message-ID: <1993Jan12.120525@IASTATE.EDU>
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Reply-To: kv07@IASTATE.EDU (Warren Vonroeschlaub)
Organization: Ministry of Silly Walks
References: <1993Jan8.202702.21180@fcom.cc.utah.edu> <1993Jan11.145224@IASTATE.EDU> <7268265448-38850@exaia>
Date: Tue, 12 Jan 1993 18:05:25 GMT
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