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
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