Skip to main content

Time Does Not Always Buy Quality in Co-evolutionary Learning

  • Conference paper
Artificial Intelligence: Theories, Models and Applications (SETN 2010)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 6040))

Included in the following conference series:

  • 2074 Accesses

Abstract

We review an experiment in co-evolutionary learning of game playing where we show experimental evidence that the straightforward composition of individually learned models more often than not results in diluting what was earlier learned and that self-playing can result in reaching plateaus of un-interesting playing behavior. These observations suggest that learning cannot be easily distributed when one hopes to harness multiple experts to develop a quality computer player and reinforce the need to develop tools that facilitate the mix of expert-based tuition and computer self-learning.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Shannon, C.: Programming a computer for playing chess. Philosophical Magazine 41(4), 265–275 (1950)

    MathSciNet  Google Scholar 

  2. Samuel, A.: Some Studies in Machine Learning Using the Game of Checkers. IBM Journal of Research and Development 3, 210–229 (1959)

    Article  Google Scholar 

  3. Hsu, F.-H.: Behind Deep Blue: Building the Computer that Defeated the World Chess Champion. Princeton University Press, Princeton (2002)

    MATH  Google Scholar 

  4. Schaeffer, J., Bjoernsson, Y., Burch, N., Kishimoto, A., Mueller, M., Lake, R., Lu, P., Sutphen, S.: Solving Checkers. In: International Joint Conference on Artificial Intelligence (2005)

    Google Scholar 

  5. Kalles, D., Kanellopoulos, P.: On Verifying Game Design and Playing Strategies using Reinforcement Learning. In: ACM Symposium on Applied Computing, special track on Artificial Intelligence and Computation Logic, Las Vegas (2001)

    Google Scholar 

  6. Sutton, R.: Learning to Predict by the Methods of Temporal Differences. Machine Learning 3(1), 9–44 (1988)

    Google Scholar 

  7. Sutton, R., Barto, A.: Reinforcement Learning - An Introduction. MIT Press, Cambridge (1988)

    Google Scholar 

  8. Tesauro, G.: Temporal Difference Learning and TD-Gammon. Communications of the ACM 38(3), 58–68 (1995)

    Article  Google Scholar 

  9. Littman, M.L.: Markov Games as a Framework for Multi-Agent Reinforcement Learning. In: 11th International Conference on Machine Learning, San Francisco, pp. 157–163 (1994)

    Google Scholar 

  10. Kalles, D., Ntoutsi, E.: Interactive Verification of Game Design and Playing Strategies. In: IEEE International Conference on Tools with Artificial Intelligence, Washington D.C. (2002)

    Google Scholar 

  11. Kalles, D.: Player co-modelling in a strategy board game: discovering how to play fast. Cybernetics and Systems 39(1), 1–18 (2008)

    Article  MATH  Google Scholar 

  12. Kalles, D., Kanellopoulos, P.: A Minimax Tutor for Learning to Play a Board Game. In: 18th European Conference on Artificial Intelligence, workshop on Artificial Intelligence in Games, Patras, Greece, pp. 10–14 (2008)

    Google Scholar 

  13. Nicolescu, M.N., Matarić, M.J.: Natural methods for robot task learning: Instructive demonstrations, generalization and practice. In: 2nd International Conference on Autonomous Agents and Multi-Agent Systems, Melbourne, pp. 241–248 (2003)

    Google Scholar 

  14. Kaplan, F., Oudeyer, P.-Y., Kubinyi, E., Miklosi, A.: Robotic Clicker Training. Robotics and Autonomous Systems 38(3–4), 197–206 (2002)

    Article  Google Scholar 

  15. Kalles, D.: Measuring Expert Impact on Learning how to Play a Board Game. In: 4th IFIP Conference on Artificial Intelligence Applications and Innovations, Athens, Greece (2007)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2010 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Kalles, D., Fykouras, I. (2010). Time Does Not Always Buy Quality in Co-evolutionary Learning. In: Konstantopoulos, S., Perantonis, S., Karkaletsis, V., Spyropoulos, C.D., Vouros, G. (eds) Artificial Intelligence: Theories, Models and Applications. SETN 2010. Lecture Notes in Computer Science(), vol 6040. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-12842-4_18

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-12842-4_18

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-12841-7

  • Online ISBN: 978-3-642-12842-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics