Definition
Evolutionary algorithms are a family of algorithms inspired by the workings of evolution by natural selection, whose basic structure is to
- 1.
Produce an initial population of individuals, these latter being candidate solutions to the problem at hand
- 2.
Evaluate the fitness of each individual in accordance with the problem whose solution is sought
- 3.
While termination condition not met do
- a.
Select fitter individuals for reproduction
- b.
Recombine (crossover) individuals
- c.
Mutate individuals
- d.
Evaluate fitness of modified individuals
- a.
- 4.
End while
Evolutionary games is the application of evolutionary algorithms to the evolution of game-playing strategies for various games, including chess, backgammon, and Robocode.
Motivation and Background
Ever since the dawn of artificial intelligence in the 1950s, games have been part and parcel of this lively field. In 1957, a year after the Dartmouth Conference that marked the official birth of AI, Alex Bernstein designed a program for...
Recommended Reading
Azaria, Y., & Sipper, M. (2005a). GP-Gammon: Genetically programming backgammon players. Genetic Programming and Evolvable Machines, 6(3), 283–300.
Azaria, Y., & Sipper, M. (2005b). GP-Gammon: Using genetic programming to evolve backgammon players. In M. Keijzer, A. Tettamanzi, P. Collet, J. van Hemert, & M. Tomassini (Eds.), Proceedings of 8th European conference on genetic programming (EuroGP2005), LNCS (Vol. 3447, pp. 132–142). Heidelberg: Springer.
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Epstein, S. L. (1999). Game playing: The next moves. In Proceedings of the sixteenth National conference on artificial intelligence (pp. 987–993). Menlo Park, CA: AAAI Press.
Hauptman, A., & Sipper, M. (2005a). Analyzing the intelligence of a genetically programmed chess player. In Late breaking papers at the 2005 genetic and evolutionary computation conference, GECCO 2005.
Hauptman, A., & Sipper, M. (2005b). GP-EndChess: Using genetic programming to evolve chess endgame players. In M. Keijzer, A. Tettamanzi, P. Collet, J. van Hemert, & M. Tomassini (Eds.), Proceedings of 8th European conference on genetic programming (EuroGP2005), LNCS (Vol. 3447, pp. 120–131). Heidelberg: Springer.
Hauptman, A., & Sipper, M. (2007a). Emergence of complex strategies in the evolution of chess endgame players. Advances in Complex Systems, 10 (Suppl. 1), 35–59.
Hauptman, A., & Sipper, M. (2007b). Evolution of an efficient search algorithm for the mate-in-N problem in chess. In M. Ebner, M. O’Neill, A. Ekárt, L. Vanneschi, & A. I. Esparcia-Alcázar (Eds.), Proceedings of 10th European conference on genetic programming (EuroGP2007), LNCS (Vol. 4445, pp. 78–89). Heidelberg: Springer.
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Shichel, Y., Ziserman, E., & Sipper, M. (2005). GP-Robocode: Using genetic programming to evolve robocode players. In M. Keijzer, A. Tettamanzi, P. Collet, J. van Hemert, & M. Tomassini (Eds.), Proceedings of 8th European conference on genetic programming (EuroGP2005), LNCS (Vol. 3447, pp. 143–154). Heidelberg: Springer.
Sipper, M. (2002). Machine nature: The coming age of bio-inspired computing. New York: McGraw-Hill.
Sipper, M., Azaria, Y., Hauptman, A., & Shichel, Y. (2007). Designing an evolutionary strategizing machine for game playing and beyond. IEEE Transactions on Systems, Man, and Cybernetics, Part C: Applications and Reviews, 37(4), 583–593.
Tettamanzi, A., & Tomassini, M. (2001). Soft computing: Integrating evolutionary, neural, and fuzzy systems. Berlin: Springer.
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Sipper, M. (2011). Evolutionary Games. In: Sammut, C., Webb, G.I. (eds) Encyclopedia of Machine Learning. Springer, Boston, MA. https://doi.org/10.1007/978-0-387-30164-8_282
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DOI: https://doi.org/10.1007/978-0-387-30164-8_282
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