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14
Evolving a Neural Network Location Evaluator to Play Ms. Pac-Man
, 2005
"... Ms. Pac-Man is a challenging, classic arcade game with a certain cult status. This paper reports attempts to evolve a Pac-Man player, where the control algorithm uses a neural network to evaluate the possible next moves. The evolved neural network takes a handcrafted feature vector based on a candid ..."
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Cited by 19 (2 self)
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Ms. Pac-Man is a challenging, classic arcade game with a certain cult status. This paper reports attempts to evolve a Pac-Man player, where the control algorithm uses a neural network to evaluate the possible next moves. The evolved neural network takes a handcrafted feature vector based on a candidate maze location as input, and produces a score for that location as output. Results are reported on two simulated versions of the game: deterministic and nondeterministic. The results show that useful behaviours can be evolved that are frequently capable of clearing the first level, but are still susceptible to making poor decisions. Currently, the best evolved players play at the level of a reasonable human novice.
Monte-Carlo Go Reinforcement Learning Experiments
- In IEEE 2006 Symposium on Computational Intelligence in Games
, 2006
"... UFR de mathématiques et d’informatique ..."
Temporal Difference Learning Versus CoEvolution for Acquiring Othello Position Evaluation
- in IEEE Symposium on Computational Intelligence and Games
, 2006
"... Abstract — This paper compares the use of temporal difference learning (TDL) versus co-evolutionary learning (CEL) for acquiring position evaluation functions for the game of Othello. The paper provides important insights into the strengths and weaknesses of each approach. The main findings are that ..."
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Cited by 8 (2 self)
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Abstract — This paper compares the use of temporal difference learning (TDL) versus co-evolutionary learning (CEL) for acquiring position evaluation functions for the game of Othello. The paper provides important insights into the strengths and weaknesses of each approach. The main findings are that for Othello, TDL learns much faster than CEL, but that properly tuned CEL can learn better playing strategies. For CEL, it is essential to use parent-child weighted averaging in order to achieve good performance. Using this method a high quality weighted piece counter was evolved, and was shown to significantly outperform a set of standard heuristic weights.
Measuring Generalization Performance in Co-evolutionary Learning
"... Co-evolutionary learning involves a training process where training samples are instances of solutions that interact strategically to guide the evolutionary (learning) process. One main research issue is with the generalization performance, i.e., the search for solutions (e.g., input-output mappings ..."
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Cited by 5 (2 self)
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Co-evolutionary learning involves a training process where training samples are instances of solutions that interact strategically to guide the evolutionary (learning) process. One main research issue is with the generalization performance, i.e., the search for solutions (e.g., input-output mappings) that best predict the required output for any new input that has not been seen during the evolutionary process. However, there is currently no such framework for determining the generalization performance in co-evolutionary learning even though the notion of generalization is well-understood in machine learning. In this paper, we introduce a theoretical framework to address this research issue. We present the framework in terms of game-playing although our results are more general. Here, a strategy’s generalization performance is its average performance against all test strategies. Given that the true value may not be determined by solving analytically a closed-form formula and is computationally prohibitive, we propose an estimation procedure that computes the average performance against a small sample of random test strategies instead. We perform a mathematical analysis to provide a statistical claim on the accuracy of our estimation procedure, which can be further improved by performing a second estimation on the variance of the random variable. For game-playing, it is well-known that one is more interested in the generalization
Scalable Neural Networks for Board Games
"... Abstract. Learning to solve small instances of a problem should help in solving large instances. Unfortunately, most neural network architectures do not exhibit this form of scalability. Our Multi-Dimensional Recurrent LSTM Networks, however, show a high degree of scalability, as we empirically show ..."
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Cited by 4 (4 self)
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Abstract. Learning to solve small instances of a problem should help in solving large instances. Unfortunately, most neural network architectures do not exhibit this form of scalability. Our Multi-Dimensional Recurrent LSTM Networks, however, show a high degree of scalability, as we empirically show in the domain of flexible-size board games. This allows them to be trained from scratch up to the level of human beginners, without using domain knowledge. 1
Critical factors in the empirical performance of temporal difference and evolutionary methods for reinforcement learning
- AUTON AGENT MULTI-AGENT SYST
, 2009
"... ..."
A Scalable Neural Network Architecture for Board Games
"... This paper proposes to use Multi-dimensional Recurrent Neural Networks (MDRNNs) as a way to overcome one of the key problems in flexible-size board games: scalability. We show why this architecture is well suited to the domain and how it can be successfully trained to play those games, even without ..."
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Cited by 2 (2 self)
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This paper proposes to use Multi-dimensional Recurrent Neural Networks (MDRNNs) as a way to overcome one of the key problems in flexible-size board games: scalability. We show why this architecture is well suited to the domain and how it can be successfully trained to play those games, even without any domain-specific knowledge. We find that performance on small boards correlates well with performance on large ones, and that this property holds for networks trained by either evolution or coevolution.
A coevolutionary model for the Virus game
- In Proc. IEEE CIG
, 2006
"... Abstract — In this paper, coevolution is used to evolve Artificial Neural Networks (ANN) which evaluate board positions of a two player zero-sum game (The Virus Game). The coevolved neural networks play at a level that beats a group of strong hand-crafted AI players. We investigate the performance o ..."
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Cited by 1 (1 self)
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Abstract — In this paper, coevolution is used to evolve Artificial Neural Networks (ANN) which evaluate board positions of a two player zero-sum game (The Virus Game). The coevolved neural networks play at a level that beats a group of strong hand-crafted AI players. We investigate the performance of coevolution starting from random initial weights and starting with weights that are tuned by gradient based adaptive learning methods (Backpropagation, RPROP and iRPROP). The results of coevolutionary experiments show that pre training of the population is highly effective in this case. I.

