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Article #746Re: Computer-Controlled Players - simulated evolution
From: Peter Y. Chen
Date: Sun, 16 Aug 1992 07:12
Date: Sun, 16 Aug 1992 07:12
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In article <BswJE8.261@ais.org> draper@ais.org (Patrick Draper) writes: >Has anyone tried using genetic algorithms for CCP's? ^^^^^^^^^^^^^^^^^^ > Is this like simulated evolution algorithm? Please enlighten, I would like to know more about this. While we're on the subject of simulated XXX, here's a thought: how about using simulated annealing as computer's AI? ie, assign objects (or objectives) with certain values, and use combinations of these values to determine probability to move to next configuration. -- Peter
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arc1-ca.pugleaf.net!sparky!uunet!zaphod.mps.ohio-state.edu!magnus.acs.ohio-state.edu!slc3.ins.cwru.edu!agate!pasteur!cory.Berkeley.EDU!pychenReferences:
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Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!zaphod.mps.ohio-state.edu!magnus.acs.ohio-state.edu!slc3.ins.cwru.edu!agate!pasteur!cory.Berkeley.EDU!pychen From: pychen@cory.Berkeley.EDU (Peter Y. Chen) Subject: Re: Computer-Controlled Players - simulated evolution Message-ID: <1992Aug16.071200.10997@pasteur.Berkeley.EDU> Sender: nntp@pasteur.Berkeley.EDU (NNTP Poster) Nntp-Posting-Host: cory Organization: University of California, at Berkeley References: <BsvzMw.LFy@news.cso.uiuc.edu> <BswJE8.261@ais.org> Date: Sun, 16 Aug 1992 07:12:00 GMT Lines: 15