• DocumentCode
    1136186
  • 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
  • Volume
    12
  • Issue
    5
  • fYear
    2008
  • Firstpage
    647
  • Lastpage
    659
  • 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;
  • fLanguage
    English
  • Journal_Title
    Evolutionary Computation, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1089-778X
  • Type

    jour

  • DOI
    10.1109/TEVC.2008.920675
  • Filename
    4492964