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Titlebook: Applications of Evolutionary Computation; EvoApplications 2010 Cecilia Chio,Stefano Cagnoni,Georgios N. Yannakaki Conference proceedings 20

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Faye S. Taxman,Michael Caudy,Stephanie Maassproblem of evolving computational agents with optimal (Subgame Perfect Equilibrium) strategies for the Alternating Offers Bargaining Game. Previous work co-evolving agents for this problem has argued that it is not possible to achieve optimal agents at the end of the co-evolutionary process due to t
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Brie Williams,Cyrus Ahalt,Louise Aronsonate that Nash equilibrium is seldom played. The goal of proposed approach is to explore more nuance equilibria by allowing a player to be biased towards different equilibria in a fuzzy manner. Several classes of equilibria (Nash, Pareto, Nash-Pareto) are defined by using appropriate generative relat
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Actualizing Risk-Need-Responsivityization problem is one such area. In this work we present an evolutionary approach to solve the Rubik’s Cube with a low number of moves by building upon the classic Thistlethwaite’s approach. We provide a group theoretic analysis of the subproblem complexity induced by Thistlethwaite’s group transit
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https://doi.org/10.1007/978-1-4614-5690-2ble to handle the complexity of games, and modular to improve reusability. This ultimately improves the development process for designing automated game players. We cover here the use of behaviour trees to design and develop an AI-controlled player for the commercial real-time strategy game DEFCON.
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https://doi.org/10.1007/978-1-4614-5690-2ing developed by Introversion Software Ltd. Buildings are described in a custom plain-text markup language that can be parsed by Subversion’s procedural generation engine, which renders the 3D models on-screen. The building descriptions are amenable to random generation, crossover and mutation, whic
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Brie Williams,Cyrus Ahalt,Louise Aronson attention in operational research and computer games journals, not to mention the nature-inspired stochastic algorithm literature. In this paper we revisit the application of evolutionary algorithms to solving it and trying some recently-found results to an evolutionary algorithm. The most parts he
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Rolf Loeber,David P. Farringtonls to be expressed in a top-down manner, while existing bottom-up techniques do not. We use the FI-2Pop genetic algorithm as a natural way to express both constraints and optimization goals for potential level designs. We develop a genetic encoding technique specific to level design, which proves to
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