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Optimizing the State Eval Heuristic of Abalone using Evolutionary Algorithms Benjamin Rhew November 28, 2005.

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Presentation on theme: "Optimizing the State Eval Heuristic of Abalone using Evolutionary Algorithms Benjamin Rhew November 28, 2005."— Presentation transcript:

1 Optimizing the State Eval Heuristic of Abalone using Evolutionary Algorithms Benjamin Rhew November 28, 2005

2 The Roadmap Why Should We Optimize? Why Use an Evolutionary Algorithm? Previous Work Abalone Explained Experimental Setup What is a Two-Pool EA? Evolutionary Algorithm Details Future Work

3 Why Should We Optimize? Heuristics are everywhere Spam filters Speech recognition software Have limitations Slow, but good solution Fast, but poor solution So optimize!

4 Why Use an Evolutionary Algorithm? Heuristic development takes time Improbable for a person to design the optimal heuristic Need to test many different heuristics Therefore, an EA is called for

5 Previous Work There is a lot of previous work, mainly involving chess heuristics Chess-specific algorithms Works mainly on chess playing programs Do not play among themselves Population dynamics This approach should be more general

6 Abalone Explained Board Game developed in the 1990s Sumo Wrestling with Marbles... Program Demo

7 Experimental Setup Main Idea – the fitness of an individual depends on how well that individual plays games Randomly chosen Play 2 games, one as each color Takes a long time Therefore, a steady-state two-pool EA with high selective pressure is used

8 What is a Two-Pool EA? An EA where individuals are in two groups Can use many separations Male/Female Predator/Prey Child/Adult In this case, child/adult is used

9 Evolutionary Algorithm Details Parent Selection – stochastic, based on fitness Survival Selection – stochastic/elitist, with worst individual having highest chance of dying Initial Population – small, 20 individuals Recombination – N-point crossover Mutation – Gaussian Random Variable Fitness – number of wins divided by the number of games played Initialization – small random floats near 1

10 Evolutionary Algorithm Details Evolutionary Process – individual will not be killable in the first 10 generations of its life Three possible Gene Representations: Take each part of the previous heuristic and multiply it by a constant Subdivide parts of the previous heuristic and multiply each part by a constant Completely subdivide previous heuristic and multiply each part by a constant

11 Evolutionary Algorithm Details Gene 1: board1, board2, mymarbles, oppmarbles, age Gene 2: board1_1...board1_5, board2_1...board2_5, mymarbles, oppmarbles, age Gene 3: board1_1_1...board1_9_9, board2_1_1...board2_9_9, mymarbles, oppmarbles, age

12 Evolutionary Algorithm Details Gene 1: Gene 2: Gene 3:

13 Future Work Results Compare different fitness function strategies Compare different gene representations Use Genetic Programming to evolve new heuristics from scratch

14 Questions?


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