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Analysis of game playing agents with fingerprints.

机译:分析具有指纹的游戏代理商。

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摘要

Evolutionary computation (EC) can create a vast number of strategies for playing simple games in a short time. Analysis of these strategies is typically more time-consuming than their production. As a result, analysis of strategies produced by an EC system is often lacking or restricted to the extraction of superficial summary statistics. This thesis presents a technique for extracting a functional signature from evolved agents that play games. This signature can be used as a visualization of agent behavior in games with two moves and also provides a numerical target for clustering and other forms of automatic analysis. The fingerprint can be used to induce a similarity measure on the space of game strategies. This thesis develops fingerprints in the context of the iterated prisoner's dilemma; we note that they can be computed for any two player simultaneous game with a finite set of moves. When using a clustering algorithm, the results are strongly influenced by the choice of the measure used to find the distance between or to compare the similarity of the data being clustered. The Euclidean metric, for example, rates a convex polytope as the most compact type of object and builds clusters that are contained in compact polytopes. Presented here is a general method, called multi-clustering, that compensates for the intrinsic shape of a metric or similarity measure. The method is tested on synthetic data sets that are natural for the Euclidean metric and on data sets designed to defeat k-means clustering with the Euclidean metric. Multi-clustering successfully discovers the designed cluster structure of all the synthetic data sets used with a minimum of parameter tuning. We then use multi-clustering and filtration on fingerprint data. Cellular representation is the practice of evolving a set of instructions for constructing a desired structure. This thesis presents a cellular encoding for finite state machines and specializes it to play the iterated prisoner's dilemma. The impact on the character and behavior of finite state agents of using the cellular representation is investigated. For the cellular representation resented a statistically significant drop in the level of cooperation is found. Other differences in the character of the automaton generated with a direct and cellular representation are reported.
机译:进化计算(EC)可以创建大量策略,在短时间内玩简单的游戏。这些策略的分析通常比其生产更耗时。结果,对EC系统产生的策略的分析通常缺乏或仅限于表面摘要统计的提取。本文提出了一种从玩游戏的进化角色中提取功能签名的技术。此签名可以用作具有两个动作的游戏中坐席行为的可视化,也可以为聚类和其他形式的自动分析提供数字目标。指纹可用于在游戏策略的空间上引发相似性度量。本文在反复囚徒困境的背景下发展了指纹。我们注意到,对于具有有限移动次数的任何两个玩家同时进行的游戏,都可以计算它们。当使用聚类算法时,结果的选择会强烈影响结果的选择,该度量用于查找被聚类数据之间的距离或比较被聚类数据的相似性。例如,欧几里得度量将凸多面体评级为最紧凑的对象类型,并构建包含在紧凑多面体中的簇。这里介绍的是一种通用方法,称为多聚类,它可以补偿度量标准或相似性度量的内在形状。该方法在对欧几里得度量自然的合成数据集和旨在克服欧几里得度量的k均值聚类的数据集上进行了测试。多集群成功地发现了所使用的所有综合数据集的设计集群结构,并且只需进行最少的参数调整。然后,我们对指纹数据使用多聚类和过滤。单元格表示是发展用于构建所需结构的一组指令的实践。本文提出了一种用于有限状态机的蜂窝编码,并使其专门用于解决迭代囚徒的困境。研究了使用蜂窝表示对有限状态代理的特征和行为的影响。对于细胞表示的不满,发现合作水平在统计学上显着下降。报告了直接和细胞表示产生的自动机的特性的其他差异。

著录项

  • 作者

    Kim, Eun-Youn.;

  • 作者单位

    Iowa State University.;

  • 授予单位 Iowa State University.;
  • 学科 Mathematics.
  • 学位 Ph.D.
  • 年度 2005
  • 页码 118 p.
  • 总页数 118
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 数学;
  • 关键词

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