000 05945nam a2200673 i 4500
001 8011694
003 IEEE
005 20200413152925.0
006 m eo d
007 cr cn |||m|||a
008 170823s2017 caua foab 000 0 eng d
020 _a9781681731636
_qebook
020 _z9781681731629
_qprint
024 7 _a10.2200/S00782ED1V01Y201706GCI002
_2doi
035 _a(CaBNVSL)swl00407749
035 _a(OCoLC)1001572095
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aQA76.76.I58
_bK556 2017
082 0 4 _a006.3
_223
100 1 _aKim, Eun-Youn,
_eauthor.
245 1 0 _aOn the design of game-playing agents /
_cEun-Youn Kim, Daniel Ashlock.
264 1 _a[San Rafael, California] :
_bMorgan & Claypool,
_c2017.
300 _a1 PDF (xiii, 172 pages) :
_billustrations.
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
490 1 _aSynthesis lectures on games and computational intelligence,
_x2573-6493 ;
_v# 2
538 _aMode of access: World Wide Web.
538 _aSystem requirements: Adobe Acrobat Reader.
500 _aPart of: Synthesis digital library of engineering and computer science.
504 _aIncludes bibliographical references (pages 161-170).
505 0 _a1. Introduction -- 1.1 Prisoner's dilemma and other games -- 1.2 Digital evolution: evolving game players -- 1.2.1 Optimization vs. co-evolution -- 1.3 From checkers through the rise of the go machines -- 1.4 Why are the simple games so hard? --
505 8 _a2. The first place where trouble arose -- 2.1 Representation: what is it? -- 2.1.1 Finite state machines, direct representation -- 2.1.2 Finite state machines with a cellular representation -- 2.1.3 Boolean formulas -- 2.1.4 Function stacks -- 2.1.5 ISAc lists -- 2.1.6 Markov chains and look-up tables -- 2.1.7 Artificial neural nets -- 2.2 Fingerprinting: a tool for comparing across representations -- 2.2.1 Definition of fingerprints -- 2.2.2 Example fingerprint computation -- 2.2.3 Fingerprint results -- 2.3 The uncontrolled variable discovery -- 2.3.1 Experimental design -- 2.3.2 Experimental results -- 2.3.3 Conclusion --
505 8 _a3. Problems beyond representation -- 3.1 Changing the payoff matrix changes the agents that arise -- 3.1.1 Design of experiments -- 3.1.2 Results and discussion -- 3.1.3 Conclusions -- 3.2 Changing the level of resources -- 3.2.1 Design of experiments -- 3.2.2 Results and discussion -- 3.2.3 Conclusions and next steps -- 3.3 Algorithm details matter to population size, elite fraction, and mutation rate -- 3.3.1 Design of experiments -- 3.3.2 Results and discussion -- 3.3.3 Conclusions and next steps -- 3.4 Including tags and geography -- 3.4.1 Grid-based nIPD and agent specifications -- 3.4.2 Experimental design -- 3.4.3 Results -- 3.4.4 Conclusions --
505 8 _a4. Does all this happen outside of prisoner's dilemma? -- 4.1 Coordination prisoner's dilemma, rock-paper-scissors, and morphs -- 4.1.1 Design of experiments -- 4.1.2 Results and discussion -- 4.1.3 Conclusions -- 4.2 Divide-the-dollar--a more complex game -- 4.2.1 Generalize divide-the-dollar -- 4.2.2 Design of experiments -- 4.2.3 Results and discussion -- 4.2.4 Conclusions and next steps -- 4.3 The snowdrift game -- 4.3.1 The game models -- 4.3.2 Experimental results -- 4.3.3 Discussion -- 4.3.4 Conclusions --
505 8 _a5. Noise! -- 5.1 Noisy games are different -- 5.1.1 Experimental design -- 5.1.2 Analysis techniques -- 5.1.3 Results and discussion -- 5.1.4 Conclusions and next steps -- 5.2 Evolutionary velocity -- 5.2.1 Definition of evolutionary velocity -- 5.2.2 Analysis of evolutionary velocity --
505 8 _a6. Describing and designing representations -- 6.1 Does the representation have internal states? -- 6.2 Does the representation use external state information? -- 6.3 Can the representation learn? -- 6.4 Does the representation use random numbers? -- 6.5 Complex representations --
505 8 _aBibliography -- Authors' biographies.
506 _aAbstract freely available; full-text restricted to subscribers or individual document purchasers.
510 0 _aCompendex
510 0 _aINSPEC
510 0 _aGoogle scholar
510 0 _aGoogle book search
520 3 _aEvolving agents to play games is a promising technology. It can provide entertaining opponents for games like Chess or Checkers, matched to a human opponent as an alternative to the perfect and unbeatable opponents embodied by current artificial intelligences. Evolved agents also permit us to explore the strategy space of mathematical games like Prisoner's Dilemma and Rock-Paper-Scissors. This book summarizes, explores, and extends recent work showing that there are many unsuspected factors that must be controlled in order to create a plausible or useful set of agents for modeling cooperation and conflict, deal making, or other social behaviors. The book also provides a proposal for an agent training protocol that is intended as a step toward being able to train humaniform agents - in other words, agents that plausibly model human behavior.
530 _aAlso available in print.
588 _aTitle from PDF title page (viewed on August 23, 2017).
650 0 _aIntelligent agents (Computer software)
650 0 _aGames
_xData processing.
653 _amathematical games
653 _agame-playing agents
653 _aautomatic training of agents
653 _arepresentation in evolutionary computation
655 0 _aElectronic books.
700 1 _aAshlock, Daniel,
_eauthor.
776 0 8 _iPrint version:
_z9781681731629
830 0 _aSynthesis digital library of engineering and computer science.
830 0 _aSynthesis lectures on games and computational intelligence ;
_v# 2.
_x2573-6493
856 4 2 _3Abstract with links to resource
_uhttp://ieeexplore.ieee.org/servlet/opac?bknumber=8011694
999 _c562278
_d562278