tailieunhanh - An Introduction to Genetic Algorithms phần 2

bắt đầu nếu i = j sau đó viết (tên (i)) khác bắt đầu viết (('); để (i, tốt nhất [i, j] -1); viết ('*'); thứ tự (tốt nhất [i, j], j); write (') ') kết thúc kết thúc, ví dụ của chúng ta tính parenthesization ((A * (B * C ))*(( D * E) * F)), như đã đề cập ở trên, đòi hỏi chỉ có 36 phép nhân vô hướng. | Chapter 1 Genetic Algorithms An Overview Robert Axelrod of the University of Michigan has studied the Prisoner s Dilemma and related games extensively. His interest in determining what makes for a good strategy led him to organize two Prisoner s Dilemma tournaments described in Axelrod 1984 . He solicited strategies from researchers in a number of disciplines. Each participant submitted a computer program that implemented a particular strategy and the various programs played iterated games with each other. During each game each program remembered what move . cooperate or defect both it and its opponent had made in each of the three previous games that they had played with each other and its strategy was based on this memory. The programs were paired in a round-robin tournament in which each played with all the other programs over a number of games. The first tournament consisted of 14 different programs the second consisted of 63 programs including one that made random moves . Some of the strategies submitted were rather complicated using techniques such as Markov processes and Bayesian inference to model the other players in order to determine the best move. However in both tournaments the winner the strategy with the highest average score was the simplest of the submitted strategies TIT FOR TAT. This strategy submitted by Anatol Rapoport cooperates in the first game and then in subsequent games does whatever the other player did in its move in the previous game with TIT FOR TAT. That is it offers cooperation and reciprocates it. But if the other player defects TIT FOR TAT punishes that defection with a defection of its own and continues the punishment until the other player begins cooperating again. After the two tournaments Axelrod 1987 decided to see if a GA could evolve strategies to play this game successfully. The first issue was figuring out how to encode a strategy as a string. Here is how Axelrod s encoding worked. Suppose the memory of each player is

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