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Generating Maximal Domino Patterns by Cellular Automata Agents

机译:通过细胞自动机代理生成最大的Domino模式

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Considered is a 2D cellular automaton with moving agents. The objective is to find agents controlled by a Finite State Program (FSP) that can form domino patterns. The quality of a formed pattern is measured by the degree of order computed by counting matching 3×3 patterns (templates). The class of domino patterns is defined by four templates. An agent reacts on its own color, the color in front, and whether it is blocked or not. It can change the color, move or not, and turn into any direction. Four FSP were evolved for multi-agent systems with 1, 2, 4 agents initially placed in the corners of the field. For a 12 × 12 training field the aimed pattern could be formed with a 100% degree of order. The performance was also high with other field sizes. Livelocks are avoided by using three different variants of the evolved FSP. The degree of order usually fluctuates after reaching a certain threshold, but it can also be stable, and the agents may show the termination by running in a cycle, or by stopping their activity.
机译:考虑的是带有移动代理的2D细胞自动机。目的是找到受可形成多米诺骨牌图案的有限状态程序(FSP)控制的代理。形成的图案的质量是通过对匹配的3×3图案(模板)进行计数而计算出的有序度来衡量的。多米诺骨牌模式的类别由四个模板定义。代理会根据自己的颜色,前面的颜色以及是否被阻止做出反应。它可以更改颜色,可以移动或不移动,以及可以向任何方向旋转。针对多智能体系统开发了四种FSP,最初将1,2,4,4个智能体放置在该领域的角落。对于12×12的训练场,目标图案可以100%有序度形成。在其他字段大小下,性能也很高。通过使用演进的FSP的三种不同变体,可以避免出现活锁。顺序程度通常在达到某个阈值后会波动,但它也可以保持稳定,并且代理可以通过循环运行或停止其活动来显示终止。

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