Tit for Tat | ![]() |
Article written by: Emanuele Cassani | Home pubblicazioni |
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Evolution Strategies - release 2.0 |
Single turnament run the version 2.0 of the script |
Generations turnament
generazioni run the version 2.0 of the script |
For the previous releases the change happened on the deceased strategies, it will be nice to introduce some variantions on the winning strategies too.
[ ] insert the reproduction of the winning strategies:
<25% of average points = 0 deceased
in the average = 1 survives
up to >25% = 2 survive and reproduce itself
up to >50% = 3
above = 4
[ ] the score should be modified:
example. 1 versus 2
Points 1 * Popolation 2 // Points 2 * Popolation 1
the number of games increases, but the types are the same.
[ ] Problem 1: the casual strategy will play the same for each fight against the same strategy
[ ] Problem 2: a strategy could "learn" from a first fight and act in a different manner on the games against the same strategy in the same turnament!
[ ] DElete the estinguish strategies
IF Popolation = 0 do not fight
[ ] Changes
1 every 10 (or 100)
IF Popolation <0 nothing happen
else Popolation/10 (round number) = Number mutants
Function mutante ()
mutant yes x
TOT = TOT + 1
extract DNA [x]
change it and assign the new value to DNA [TOT+1]
[ ] Problem: how to dimension the array TOT
[ ] increase the number of genes for each strategy (similar to reality)
[ ] on DNA error, random play or immediat death (as playing all 0)
[ ] decrease the number of rounds to 10
DNA to Amino Acid Conversion: http://www.geneseo.edu/~eshamb/php/dna.php
Genetic code explanation: http://en.wikipedia.org/wiki/Genetic_code
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