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Subject: Re: Genetic Algorithm experiment

Author: Fernando Villegas

Date: 17:37:58 05/21/98

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On May 21, 1998 at 20:11:57, Don Dailey wrote:


Hi Don:
Your experiment is incredible interesting. You are following the paths
of nature that were forbiden to us because lack of resources and time,
but now technology is providing us with the means to imitate the vast
use of number through which evolution happens. In fact, what you are
doing is an step further the way computer give us in order to use simple
but efective brute force approach where sheer intelligence could do not
too much. Instead of trying to forecats the better evolutionary line in
any kind of enterprise, we can just simulate now what happens if all
variantions are putted toguether to compete. I am sure you see this
approach go far beyond the creation of a better chess program. There are
in this enterprise so wide and deep implications that I almost feel some
panick. Just think in what could happen or just has happened in that
kind of secret laboratories of the great powers.
fernando





>> Could you describe your methods and results to me? I'm very interested!
>
>Hi Stan,
>
>I'm going to post this email because it might get others interested in
>GA's too.  But I'll also send it via email.
>
>Essentially, I set up about 100 "individuals"  with random weights for
>a few of the evaluation terms.  I gave each guy a fitness number which
>essentially was an elo rating.  I started the  first group exactly the
>same for everyone.
>
>I did  not proceed  by going  from  1 generation to a   completely new
>generation.  Instead,  I  just played  games  pretty much  selected at
>random.  I tried to choose the opponents based on  how many games they
>had played so that  new individuals would  be more likely to play than
>ones who had  played more.  The openings were  selected at random from
>among 200 possbile opening positions and so was the color.  After each
>game I would rate them incrementally using  a simple linear version of
>the elo  chess rating   formula.   I used   4 percent of    the rating
>difference as  a handicap and 16  points to the winner.  Handicap  was
>limited to 16 points.
>
>After  every n games, (I  think I used  approximately 50 games here) I
>would select  2 fit  parents and  produce  a child.   The child  would
>replace  an UNFIT member of  the population.  I  used  a method I call
>"best of n" to make these selections.  Here is how it works:
>
>To determine parent A,  pick 3 candidates completely  at random.  Then
>choose the highest rated one  as parent A.  Do the  same for parent B.
>A similar procedure determines which member  of the general population
>to "kill" off to make room for baby (worst of 3.)
>
>Here is how the "mating" process works.  For each term, I would choose
>randomly whether to select it from parent A or parent B.  Occasionally
>I allowed  a "mutation" which  was simply  picking 1  or 2  terms  and
>making a  random adjustment to it.  The   adjustment was not unusually
>large or small, but I thought it made more sense than just changing it
>to a completely random value.   I don't have  any reason other than my
>own superstitions for believing this though.
>
>Some other details.  The pawns were fixed at 100 points as a reference
>point.   I  limited   the range   of  possible  adjustments/values  to
>something like 2000 points for any piece.  "Babies" inherited a rating
>which was the average  of their parents rating.   I figured that since
>their parents were  likely to be  fit, this would   give them time  to
>establish  a rating  and not  get  killed off   too soon.  Of   course
>sometimes they would  prove to be  fitter than both parents and  other
>times they would be less fit than either parent.
>
>I thought this model was reasonable.  Each "guy"  was fighting for his
>life, your  rating  gets  too low   and suddenly  you're  in danger of
>getting deleted!  If  you do well  you are rewarded  with the right to
>have children!  Now that's a lot of pressure to have to endure!
>
>I am sorry to report that I do not  have a record  of the results.  It
>was pretty  encouraging though and I had  eventually planned to follow
>up on it.  But  from  memory I can  tell  you that  the values of  the
>pieces converged to very reasonable values.  I remember that they were
>not quite the  values I would pick,   but they were  not unreasonable.
>It's unclear what would have happened if I had run it long enough.
>
>It was quite  interesting to watch  over time.  I would observe strong
>individuals survive into old age,  only to  eventually weaken and  get
>replaced  by the stronger   and  smarter younger generations who  were
>decendants.  After  a  while I almost mourned   their deaths!   I kept
>around members of the original group, preserved  in ice, so that later
>I could thaw them out and let them have it out with the new guys.  The
>difference in strength was enormous.
>
>The real problem as I see it is that there is a  lot of imprecision in
>the actual fitness  function.  Any given  individual can get seriously
>underrated or overrated  by having a  little bad  or good  luck.  Even
>though the selection  process  itself is a  litte random  and murky, I
>believe the fitness  function itself should be  solid and in this case
>it was really very very fuzzy.   Measuring small differences is almost
>impossible.
>
>To be really robust, I believe a hierarchy might work well.  You breed
>small groups independently, let the best individuals move out of these
>small towns  to compete  with the  big boys (who  themselves came from
>small towns.)  In this way, you will create  individuals who have what
>it takes   to beat a wide  variety  of opponents.   Also you  would be
>constantly refreshing the gene pool.
>
>- Don



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