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Article #924Re: Computer-Controlled Players - simulated evolution
From: David LeCompte
Date: Wed, 02 Sep 1992 18:27
Date: Wed, 02 Sep 1992 18:27
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3383 bytes
In article <Btx892.1yD@acsu.buffalo.edu> goetz@acsu.buffalo.edu (Phil Goetz) writes: >On the contrary - the bot languages are too powerful for genetic algorithms. > >To use genetic improvement of algorithms, you have to be able to change the >algorithm randomly. A bot language is rather complex, and changing (say) >a GOTO to a LET A = B would probably not improve performance. You would have >to sort through a lot of mutants before you found a viable one. > >The key to using genetic algorithms is to formalize the behavior/construction >you wish to improve in a way such that a random change still produces something >plausible. I don't think that computer-controlled players can be generated >using genetic algorithms. Ok, maybe I'm off in left field, but in Steven Levy's _Artificial Life_ book, he talks about an experiment where programs fought to reproduce themselves. I guess that I don't remember GAs mentioned there. However, I started playing around with an old game that I had written that used programmed players and I used GAs on their code. Now, at first I said that since I was dealing with machine language and not genes, I would get only garbage out. And indeed, I seeded the initial population with some robots that I had written. Within 5 generations, my population was uniform, and nearly identical to one of my seed robots. However, I tried again (on a 486, this time :) and I have got some interesting behaviors quite randomly. I think that I am going to have to add a little bit more randomness into the brew, because things are beginning to look too uniform again. Ok, so to reply to the claim above, computer-controlled players CAN be generated using genetic algorithms. I've been through 22 generations so far, and haven't seen anything terrific (I guess that I'm still matching the computer-generated 'bots to my own, and mine are better... now) but these things are forming pretty much on their own. > >I am aware that a network can theoretically do any computable task. However, >if your function is not modularized well, the network will function >inefficiently, to the point that it will not work. > Neural Nets cannot, to my understanding, compute multiplication of two numbers. Perhaps you are not talking about NNs, or perhaps the multiplication needs to be done differently than I had approached it. It seems to me that NNs work fine when the outputs are a linear combination of the inputs. Just the $/50 of someone who's spent some spare time toying with this stuff. -- Your Mom! The Carburator! |I'm not paid to HAVE opinions. Your Shoes! A gardenhose! | You got to got to got to got to ... |This sig can be yours; send $15 to SCUD MISSILE!!! -"Scud Missile", Grunge |tsmaster@athena.mit.edu
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Path: arc1-ca.pugleaf.net!sparky!uunet!wupost!psuvax1!rutgers!micro-heart-of-gold.mit.edu!news.media.mit.edu!tsmaster From: tsmaster@media.mit.edu (David LeCompte) Newsgroups: rec.games.programmer Subject: Re: Computer-Controlled Players - simulated evolution Message-ID: <1992Sep2.182709.19045@news.media.mit.edu> Date: 2 Sep 92 18:27:09 GMT References: <1992Aug17.063056.29938@marlin.jcu.edu.au> <16r86cINNsj3@iraul1.ira.uka.de> <Btx892.1yD@acsu.buffalo.edu> Sender: news@news.media.mit.edu (USENET News System) Organization: MIT Media Laboratory Lines: 55