Author: Andrew Wagner
Date: 15:36:00 12/07/05
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Hi Mark, thanks for your comments. See my responses below. On December 07, 2005 at 08:58:44, Marc Boulé wrote: >Hi Andrew, > >Sorry, no webspace to offer. I just wanted to say that I find your project very >interesting and I look forward to seeing some updates. > >At first, it might be best to only evolve heuristic parameters and/or >evaluation parameters. Yes, but it's also been tried :)...yawn! To the best of my knowledge, nothing like what I'm suggesting, where the acutal algorithms are selected by evolution, has been tried quite like this. >If the genome contains too many features (or bits), evolution might >not converge quickly enough. I'm not sure quite what you mean by this. My thinking is to have a computer that's dedicated to a process that simply loops through the following steps, starting with a set of engines that have their "genes" randomly selected: 1.) Randomly select two engines to play each other (initially this will be two of my evolving engines, but eventually it will be one of mine and one other). Randomly select a time control, and have them play. 2.) Repeat step 1 until each of my evolving engines has played at least X games. I think I'll probably start with X at 20, and see how it goes. 3.) Select two engines, with the engines that have a better record in their 20 games having a higher likelihood of being selected than those with a worse record. These two engines will be "parents". Somehow merge the genetic strings of these two engines (haven't decided how to do that yet), to create a child. 4.) Repeat step 3 until there are as many engines in the new population as in the old. 5.) Go back to step 1. Note: Somewhere in there, I should probably allow for random mutations to occur, though I haven't decided how yet. >I am also curious to know how the fitness function >will work: will you make it play entire games in order to evaluate the fitness >of an individual, or will you perhaps make it search only a list of individual >positions? If evaluating the fitness of an individual takes a lot of time, and >you have thousands of individuals in the population, and you want to run >thousands of cycles (or generations), this could take a long time :-( I haven't decided about the population size yet, I'm thinking of keeping it pretty small. I figure maybe 20 engines, 20 games per engine per generation. Part of my goal in all this is to experiment with such generational parameters and see what happens. > >Mutation regards, > >Marc Boulé > Thanks again for the interest. Andrew
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