Title :
Fingerprinting: Visualization and Automatic Analysis of Prisoner´s Dilemma Strategies
Author :
Ashlock, Daniel ; Kim, Eun-Youn
Author_Institution :
Dept. of Math. & Stat., Univ. of Guelph, Guelph, ON
Abstract :
Fingerprinting is a technique for generating a representation-independent functional signature for a game playing agent. Fingerprints can be used to compare agents across representations in an automatic fashion. The theory of fingerprints is developed for software agents that play the iterated prisoner´s dilemma. Examples of the technique for computing fingerprints are given. This paper summarizes past results and introduces the following new results. Fingerprints of prisoner´s dilemma strategies that are represented as finite-state machines must be rational functions. An example of a strategy that does not have a finite-state representation and which does not have a rational fingerprint function is given: the majority strategy. It is shown that the AllD- and AllC-based fingerprints can be derived from the tit-for-tat fingerprint by a simple substitution. Fingerprints for four new probe strategies are introduced, generalizing previous work in which tit-for-tat is the sole probe strategy. A trial comparison is made of evolved prisoner´s dilemma strategies across three representations: finite-state machines, feedforward neural nets, and lookup tables. Fingerprinting demonstrates that all three representations sample the strategy space in a radically different manner, even though the neural net´s and lookup table´s parameters are alternate encodings of the same strategy space. This space of strategies is also a subset of those encoded by the finite-state representation. Shortcomings of the fingerprint technique are outlined, with illustrative examples, and possible paths to overcome these shortcomings are given.
Keywords :
feedforward neural nets; finite state machines; game theory; table lookup; AllC-based fingerprint; AllD-based fingerprint; feedforward neural nets; fingerprinting technique; finite-state machines; finite-state representation; game playing agent; lookup tables; prisoner´s dilemma strategies; representation-independent functional signature; software agents; Automatic analysis; evolutionary computation; feature selection; game theory; prisoner´s dilemma;
Journal_Title :
Evolutionary Computation, IEEE Transactions on
DOI :
10.1109/TEVC.2008.920675