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Competition, Coevolution and the Game of Tag

. Proceedings of the Fourth International Workshop on the Synthesis and Simulation of Living Systems, page 59--69. MIT, Cambridge, MA, USA, MIT Press, (6-8 July 1994)

Abstract

Tag is a children's game based on symmetrical pursuit and evasion. In these experiments, control programs for mobile agents (simulated vehicles) are created through artificial evolution, based on their skill at the game of tag. Each controller is composed of distinct behavior components for pursuit and evasion. A player's fitness is based entirely on how well it performs in competition with several other players chosen randomly from the coevolving population of players. This approach avoids the need for an expert player as a fitness reference. In the beginning, the quality of play is very low. This provides a fertile field for slightly better strategies to exploit the weaknesses of others. Through evolution, guided by competitive fitness, increasingly better strategies emerge over time.

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