Journal ArticleDOI
Optimization of an Evaluation Function of the Four-Sided Dominos Game Using a Genetic Algorithm
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The results obtained during the simulations showed that the team (consisting of two players) using the evaluation function with its coefficients optimized by the GA won in more than 69.18% of the total matches.Abstract:
In four-sided Dominos, the popular way of playing Dominos in Amazonas State, in Brazil, the strategies used for the game are more complex than those adopted in the more traditional two-sided Dominos, the most popular domino game played in Brazil. This work presents the optimization of an evaluation function for the best move in four-sided Dominos using a genetic algorithm (GA). The evaluation function comprises terms incorporating game strategies defined as: punctuating, facilitating future moves, and complicating opponents' moves. Coefficients were defined to determine the importance of each term of the evaluation function and a set of parameters and operators for implementing the GA. The players' ability was calculated by the number of wins in 5000 matches. The results obtained during the simulations showed that the team (consisting of two players) using the evaluation function with its coefficients optimized by the GA won in more than 69.18% of the total matches.read more
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Journal ArticleDOI
Adaptive Dolph–Chebyshev window-based S transform in time-frequency analysis
TL;DR: In this study, an adaptive Dolph–Chebyshev window instead of the Gaussian window-based S transform and its fast realisation strategy are introduced for non-stationary signal TFA and are superior to other classical methods for instantaneous frequency estimation.
Proceedings ArticleDOI
Optimization of an evaluation function of the 4-sided dominoes game using a genetic algorithm
Nirvana S. Antonio,Cicero Ferreira Fernandes Costa Filho,Marly Guimarães Fernandes Costa,Rafael Padilla +3 more
TL;DR: The results obtained during the simulations showed that the team (consisting of two players) using the evaluation function with its coefficients optimized by the GA won in more than 69.18% of the total matches.
Journal ArticleDOI
Genetic Algorithm Applications for Challenging Real-World Problems: Some Recent Advances and Future Trends
TL;DR: In this article , the authors provide a detailed overview of the history of the use of genetic algorithms in non-standard fields, such as reverse engineering for manufacturing, medicine and bioinformatics (cancer prediction, detection, and diagnosis; cancer classification and treatment; and COVID-19), computer animation and video games (behavioral animation of NPCs for video games), and robotics (robot path planning).
References
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Book
Multiagent Systems
TL;DR: This second edition has been completely revised, capturing the tremendous developments in multiagent systems since the first edition appeared in 1999.
BookDOI
The Complexity of Cooperation: Agent-Based Models of Competition and Collaboration: Agent-Based Models of Competition and Collaboration
TL;DR: The latest volume in the series of Princeton Studies in Complexity is Robert Axelrod's sequel to his influential book, The Evolution of Cooperation as discussed by the authors, which consists of an introduction and seven chapters extending and developing the earlier research in various directions as well as appendices containing useful technical information for researchers in the fields of complexity and agent-based modeling.
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Deep Blue
TL;DR: Deep Blue as discussed by the authors is the chess machine that defeated then-reigning World Chess Champion Garry Kasparov in a six-game match in 1997 and won the first World Chess Championship.
Book ChapterDOI
Programming a computer for playing chess
TL;DR: The problem of constructing a computing routine or "program" for a modern general purpose computer which enables it to play chess is addressed in this article, where the authors propose a set of possibilities in this direction.
Journal Article
Programming a computer for playing chess
TL;DR: This paper is concerned with the problem of constructing a computing routine or “program” for a modern general purpose computer which will enable it to play chess.