TY - GEN
T1 - Ensemble approaches in evolutionary game strategies
T2 - 2008 IEEE Symposium on Computational Intelligence and Games, CIG 2008
AU - Kim, Kyung Joong
AU - Cho, Sung Bae
PY - 2008
Y1 - 2008
N2 - In pattern recognition area, an ensemble approach is one of promising methods to increase the accuracy of classification systems. It is interesting to use the ensemble approach in evolving game strategies because they maintain a population of solutions simultaneously. Simply, an ensemble is formed from a set of strategies evolved in the last generation. There are many decision factors in the ensemble of game strategies: evolutionary algorithms, fusion methods, and the selection of members in the ensemble. In this paper, several evolutionary algorithms (evolutionary strategy, simple genetic algorithm, fitness sharing, and deterministic crowding algorithm) are compared with three representative fusion methods (majority voting, average, and weighted average) with selective ensembles (compared with the ensemble of all members). Additionally, the computational cost of an exhaustive search for the selective ensemble is reduced by introducing multi-stage evaluations. The ensemble approach is tested on the Othello game with a weight piece counter representation. The proposed ensemble approach outperforms the single best individual from the evolution and ensemble searching time is reasonable.
AB - In pattern recognition area, an ensemble approach is one of promising methods to increase the accuracy of classification systems. It is interesting to use the ensemble approach in evolving game strategies because they maintain a population of solutions simultaneously. Simply, an ensemble is formed from a set of strategies evolved in the last generation. There are many decision factors in the ensemble of game strategies: evolutionary algorithms, fusion methods, and the selection of members in the ensemble. In this paper, several evolutionary algorithms (evolutionary strategy, simple genetic algorithm, fitness sharing, and deterministic crowding algorithm) are compared with three representative fusion methods (majority voting, average, and weighted average) with selective ensembles (compared with the ensemble of all members). Additionally, the computational cost of an exhaustive search for the selective ensemble is reduced by introducing multi-stage evaluations. The ensemble approach is tested on the Othello game with a weight piece counter representation. The proposed ensemble approach outperforms the single best individual from the evolution and ensemble searching time is reasonable.
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U2 - 10.1109/CIG.2008.5035642
DO - 10.1109/CIG.2008.5035642
M3 - Conference contribution
AN - SCOPUS:70349280484
SN - 9781424429745
T3 - 2008 IEEE Symposium on Computational Intelligence and Games, CIG 2008
SP - 212
EP - 219
BT - 2008 IEEE Symposium on Computational Intelligence and Games, CIG 2008
Y2 - 15 December 2008 through 18 December 2008
ER -