• DocumentCode
    1873135
  • Title

    Machine learning using a genetic algorithm to optimise a draughts program board evaluation function

  • Author

    Chisholm, Kenneth J. ; Bradbeer, Peter V G

  • Author_Institution
    Dept. of Comput. Studies, Napier Univ. of Edinburgh, UK
  • fYear
    1997
  • fDate
    13-16 Apr 1997
  • Firstpage
    715
  • Lastpage
    720
  • Abstract
    The paper reviews the authors´ work in using a genetic algorithm (GA) to optimise the board evaluation function of a game playing program. The test bed used for this study has been the game of draughts (checkers). A pool of draughts programs are played against each other in a round robin (all-play-all) tournament to evaluate the fitness of each `player´ and a GA is used to preserve and improve the best performers. Some solutions to the problems of attempting to compare the absolute performance of possible solutions in this area which is mainly about relative abilities are presented. Comparisons with classical methods and results are also briefly discussed
  • Keywords
    computer games; genetic algorithms; learning (artificial intelligence); GA; absolute performance; board evaluation function; checkers game; draughts program board evaluation function optimisation; draughts programs; game playing program; genetic algorithm; machine learning; relative abilities; round robin tournament; Databases; Electronic mail; Genetic algorithms; Humans; Machine learning; Optimization methods; Performance evaluation; Polynomials; Testing;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Evolutionary Computation, 1997., IEEE International Conference on
  • Conference_Location
    Indianapolis, IN
  • Print_ISBN
    0-7803-3949-5
  • Type

    conf

  • DOI
    10.1109/ICEC.1997.592428
  • Filename
    592428