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We study the population genetics of Evolution in the important special case of weak selection, in which all fitness values are assumed to be close to one another. We show that in this regime natural selection is tantamount to the…
We give a cross-disciplinary survey on ``population'' Monte Carlo algorithms. In these algorithms, a set of ``walkers'' or ``particles'' is used as a representation of a high-dimensional vector. The computation is carried out by a random…
Initial population plays an important role in heuristic algorithms such as GA as it help to decrease the time those algorithms need to achieve an acceptable result. Furthermore, it may influence the quality of the final answer given by…
Data analytics allows an analyst to gain insight into underlying populations through the use of various computational approaches, including Monte Carlo methods. This paper discusses an approach to apply Monte Carlo methods to hedonic games.…
In this research, we investigate the possibility of applying a search strategy to genetic algorithms to explore the entire genetic tree structure. Several methods aid in performing tree searches; however, simpler algorithms such as…
Although automated test generation is common in many programming domains, games still challenge test generators due to their heavy randomisation and hard-to-reach program states. Neuroevolution combined with search-based software testing…
This paper describes three different optimised implementations of playouts, as commonly used by game-playing algorithms such as Monte-Carlo Tree Search. Each of the optimised implementations is applicable only to specific sets of games,…
This paper presents an evolutionary algorithm with a new goal-sequence domination scheme for better decision support in multi-objective optimization. The approach allows the inclusion of advanced hard/soft priority and constraint…
The Fighting Game AI Competition (FTGAIC) provides a challenging benchmark for 2-player video game AI. The challenge arises from the large action space, diverse styles of characters and abilities, and the real-time nature of the game. In…
Population Monte Carlo simulations in the form commonly referred to as population annealing can serve as a useful meta-algorithm for simulating systems with complex free-energy landscapes. In the present paper we provide an easily…
Evolutionary algorithms (EAs) are population-based metaheuristics, originally inspired by aspects of natural evolution. Modern varieties incorporate a broad mixture of search mechanisms, and tend to blend inspiration from nature with…
Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we…
Modern day computer games have extremely large state and action spaces. To detect bugs in these games' models, human testers play the games repeatedly to explore the game and find errors in the games. Such gameplay is exhaustive and time…
We introduce the Thresholding Monte Carlo Tree Search problem, in which, given a tree $\mathcal{T}$ and a threshold $\theta$, a player must answer whether the root node value of $\mathcal{T}$ is at least $\theta$ or not. In the given tree,…
A recent research trend in Artificial Intelligence (AI) is the combination of several programs into one single, stronger, program; this is termed portfolio methods. We here investigate the application of such methods to Game Playing…
Game theoretic tools are utilized to analyze a one-locus continuous selection model of sex-specific meiotic drive by considering nonequivalence of the viabilities of reciprocal heterozygotes that might be noticed at an imprinted locus. The…
In recent years there has been much interest in the Monte Carlo tree search algorithm, a new, adaptive, randomized optimization algorithm. In fields as diverse as Artificial Intelligence, Operations Research, and High Energy Physics,…
Evolutionary Algorithms (EAs) are widely used general-purpose optimization methods due to their domain independence. However, under a limited number of function evaluations (#FEs), the performance of EAs is quite sensitive to the quality of…
We study a complementarity game as a systematic tool for the investigation of the interplay between individual optimization and population effects and for the comparison of different strategy and learning schemes. The game randomly pairs…
Many enhancements to Monte-Carlo Tree Search (MCTS) have been proposed over almost two decades of general game playing and other artificial intelligence research. However, our ability to characterise and understand which variants work well…