• DocumentCode
    1840839
  • Title

    Ensemble approaches in evolutionary game strategies: A case study in Othello

  • Author

    Kim, Kyung-Joong ; Cho, Sung-Bae

  • Author_Institution
    Dept. of Mech. & Aerosp. Eng., Cornell Univ., Ithaca, NY
  • fYear
    2008
  • fDate
    15-18 Dec. 2008
  • Firstpage
    212
  • Lastpage
    219
  • Abstract
    In pattern recognition area, an ensemble approach is one of promising methods to increase the accuracy of classification systems. It is interesting to use the ensemble approach in evolving game strategies because they maintain a population of solutions simultaneously. Simply, an ensemble is formed from a set of strategies evolved in the last generation. There are many decision factors in the ensemble of game strategies: evolutionary algorithms, fusion methods, and the selection of members in the ensemble. In this paper, several evolutionary algorithms (evolutionary strategy, simple genetic algorithm, fitness sharing, and deterministic crowding algorithm) are compared with three representative fusion methods (majority voting, average, and weighted average) with selective ensembles (compared with the ensemble of all members). Additionally, the computational cost of an exhaustive search for the selective ensemble is reduced by introducing multi-stage evaluations. The ensemble approach is tested on the Othello game with a weight piece counter representation. The proposed ensemble approach outperforms the single best individual from the evolution and ensemble searching time is reasonable.
  • Keywords
    deterministic algorithms; game theory; genetic algorithms; learning (artificial intelligence); search problems; Othello game; average method; deterministic crowding algorithm; ensemble approach; evolutionary algorithm; fitness sharing; fusion method; genetic algorithm; majority voting method; pattern classification; pattern recognition; search problem; weight piece counter representation; weighted average method; Computational efficiency; Counting circuits; Evolutionary computation; Fusion power generation; Games; Genetic algorithms; Pattern recognition; Performance gain; Testing; Voting;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence and Games, 2008. CIG '08. IEEE Symposium On
  • Conference_Location
    Perth, WA
  • Print_ISBN
    978-1-4244-2973-8
  • Electronic_ISBN
    978-1-4244-2974-5
  • Type

    conf

  • DOI
    10.1109/CIG.2008.5035642
  • Filename
    5035642