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A notion of quantum natural evolution strategies is introduced, which provides a geometric synthesis of a number of known quantum/classical algorithms for performing classical black-box optimization. Recent work of Gomes et al. [2019] on…
This paper introduces a model based upon games on an evolving network, and develops three clustering algorithms according to it. In the clustering algorithms, data points for clustering are regarded as players who can make decisions in…
We present a population control method with sampling and regulation steps for Monte Carlo particles involved in the numerical simulation of a transport equation. We recall in the first section the difficulties related to the variance…
Population annealing is an efficient sequential Monte Carlo algorithm for simulating equilibrium states of systems with rough free energy landscapes. The theory of population annealing is presented, and systematic and statistical errors are…
In this paper we propose a crossover operator for evolutionary algorithms with real values that is based on the statistical theory of population distributions. The operator is based on the theoretical distribution of the values of the genes…
Evolution Strategies are inspired in biology and part of a larger research field known as Evolutionary Algorithms. Those strategies perform a random search in the space of admissible functions, aiming to optimize some given objective…
Optimizing artificial intelligence (AI) for dynamic environments remains a fundamental challenge in machine learning research. In this paper, we examine evolutionary training methods for optimizing AI to solve the game 2048, a 2D sliding…
The emergence of collective cooperation in competitive environments is a well-known phenomenon in biology, economics, and social systems. While most evolutionary game models focus on the evolution of strategies for a fixed game, how…
Monte Carlo tree search (MCTS) is extremely popular in computer Go which determines each action by enormous simulations in a broad and deep search tree. However, human experts select most actions by pattern analysis and careful evaluation…
This paper presents a novel approach to automated playtesting for the prediction of human player behavior and experience. It has previously been demonstrated that Deep Reinforcement Learning (DRL) game-playing agents can predict both game…
The Reinforcement Learning field is strong on achievements and weak on reapplication; a computer playing GO at a super-human level is still terrible at Tic-Tac-Toe. This paper asks whether the method of training networks improves their…
Monte Carlo Tree Search (MCTS) is particularly adapted to domains where the potential actions can be represented as a tree of sequential decisions. For an effective action selection, MCTS performs many simulations to build a reliable tree…
Monte Carlo Tree Search can be used for automated theorem proving. Holophrasm is a neural theorem prover using MCTS combined with neural networks for the policy and the evaluation. In this paper we propose to improve the performance of the…
Computational Intelligence (CI) in computer games plays an important role that could simulate various aspects of real-life problems. CI in real-time decision-making games can provide a platform for the examination of tree search algorithms.…
One of the main motivations for the use of competitive coevolution systems is their ability to capitalise on arms races between competing species to evolve increasingly sophisticated solutions. Such arms races can, however, be hard to…
This paper describes a new evolutionary algorithm that is especially well suited to AI-Assisted Game Design. The approach adopted in this paper is to use observations of AI agents playing the game to estimate the game's quality. Some of…
Researches have shown difficulties in obtaining proximity while maintaining diversity for many-objective optimization problems. Complexities of the true Pareto front pose challenges for the reference vector-based algorithms for their…
Monte Carlo tree search (MCTS) has been successful in a variety of domains, but faces challenges with long-horizon exploration when compared to sampling-based motion planning algorithms like Rapidly-Exploring Random Trees. To address these…
State of the art methods for robotic path planning in dynamic environments, such as crowds or traffic, rely on hand crafted motion models for agents. These models often do not reflect interactions of agents in real world scenarios. To…
This article describes an application of three well-known statistical methods in the field of game-tree search: using a large number of classified Othello positions, feature weights for evaluation functions with a game-phase-independent…