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Evolving Heuristic Based Game Playing Strategies for Checkers Incorporating Reinforcement Learning

机译:基于行动的基于启发式的游戏竞争策略,适用于加强学习的跳棋策略

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The research presented in this paper forms part of a larger initiative aimed at creating a general game player for two player zero sum board games. In previous work, we have presented a novel heuristic based genetic programming approach for evolving game playing for the board game Othello. This study extends this work by firstly evaluating it on a different board game, namely, checkers. Secondly, the study investigates incorporating reinforcement learning to further improve evolved game playing strategies. Genetic programming evolves game playing strategies composed of heuristics, which are used to decide which move to make next. Each strategy represents a player. A separate genetic programming run is performed for each move of the game. Reinforcement learning is applied to the population at the end of a run to further improve the evolved strategies. The evolved players were found to outperform random players at checkers. Furthermore, players induced combining genetic programming and reinforcement learning outperformed the genetic programming players. Future research will look at further application of this approach to similar non-trivial board games such as chess.
机译:本文提出的研究形成了旨在为两个球员零和棋盘游戏创建一般游戏玩家的更大倡议的一部分。在以前的工作中,我们提出了一种新的启发式基于启发式的遗传编程方法,用于演绎董事会游戏奥赛罗的游戏。本研究通过首先在不同的棋盘游戏中评估它,即检查员来扩展这项工作。其次,该研究调查了加强学习,进一步改善了进一步改善的游戏策略。遗传编程演变演变游戏竞争策略由启发式组成,用于决定下一个举措。每个策略代表一名球员。为游戏的每个移动执行单独的遗传编程运行。在奔跑结束时,加固学习适用于人口,以进一步提高进化的策略。发现了演变的球员在跳棋上表现出随机的随机球员。此外,球员诱导遗传编程和加强学习结合遗传编程玩家。未来的研究将进一步应用这种方法,以此方法与国际象棋相似的非琐事棋盘游戏。

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