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- Xref: sparky comp.ai:4248 rec.games.programmer:4620
- Newsgroups: comp.ai,comp.ai.genetic,rec.games.programmer
- Path: sparky!uunet!think.com!snorkelwacker.mit.edu!bloom-picayune.mit.edu!athena.mit.edu!acgoldis
- From: acgoldis@athena.mit.edu (Andrew C Goldish)
- Subject: Games and genetic algorithms
- Message-ID: <1992Nov11.131739.19137@athena.mit.edu>
- Keywords: genetic algorithms
- Sender: news@athena.mit.edu (News system)
- Nntp-Posting-Host: e40-008-12.mit.edu
- Organization: Massachusetts Institute of Technology
- References: <1992Nov11.001553.12600@samba.oit.unc.edu>
- Date: Wed, 11 Nov 1992 13:17:39 GMT
- Lines: 11
-
- I have written several computer games using the Borland Pascal compiler and
- would like to teach the computer to learn from its own mistakes when it plays
- against a human opponent (a la War Games). I am going to try to insert a
- genetic algorithm into the board evaluation subroutine so that the game
- strategies whose parameters produce the most successful games survive to
- the "next generation". Is this a good idea? If not, what other method of
- computer learning should I use?
- My first project will be to convert either Checkers, Othello, or Ataxx.
-
- -A. Goldish
- "x^6 + x^9 = 1! 1 + 1 = 0! 10 * 10 = 15! Isn't math fun?"
-