標(biāo)題: Titlebook: Applications of Evolutionary Computation; EvoApplications 2010 Cecilia Chio,Stefano Cagnoni,Georgios N. Yannakaki Conference proceedings 20 [打印本頁] 作者: subcutaneous 時間: 2025-3-21 17:33
書目名稱Applications of Evolutionary Computation影響因子(影響力)
書目名稱Applications of Evolutionary Computation影響因子(影響力)學(xué)科排名
書目名稱Applications of Evolutionary Computation網(wǎng)絡(luò)公開度
書目名稱Applications of Evolutionary Computation網(wǎng)絡(luò)公開度學(xué)科排名
書目名稱Applications of Evolutionary Computation被引頻次
書目名稱Applications of Evolutionary Computation被引頻次學(xué)科排名
書目名稱Applications of Evolutionary Computation年度引用
書目名稱Applications of Evolutionary Computation年度引用學(xué)科排名
書目名稱Applications of Evolutionary Computation讀者反饋
書目名稱Applications of Evolutionary Computation讀者反饋學(xué)科排名
作者: LAPSE 時間: 2025-3-21 21:29 作者: 愛哭 時間: 2025-3-22 00:53 作者: Neonatal 時間: 2025-3-22 06:37 作者: incision 時間: 2025-3-22 10:24 作者: CORD 時間: 2025-3-22 15:10
Reference work 2020Latest editionnew behaviors and increase in complexity over time. It would be highly desirable to establish the necessary and sufficient conditions which lead to such an arms race. We investigate what these conditions may be using a model of competitive coevolution. Coevolving species are modeled as points which 作者: Lucubrate 時間: 2025-3-22 19:23
Big C Versus Little c Creativity,he selfish objective to reach its destination in the shortest time possible, and a preference in terms of paths to take, based on the presence of other agents and on the width of the roads. Those parameters are changed with an evolutionary strategy, to mimic the adaptation of a human driver to diffe作者: 緯線 時間: 2025-3-23 00:43 作者: 令人悲傷 時間: 2025-3-23 01:50 作者: oblique 時間: 2025-3-23 08:26 作者: 清澈 時間: 2025-3-23 10:23 作者: Scleroderma 時間: 2025-3-23 16:15
Faye S. Taxman,Michael Caudy,Stephanie Maassproblem of evolving computational agents with optimal (Subgame Perfect Equilibrium) strategies for the Alternating Offers Bargaining Game. Previous work co-evolving agents for this problem has argued that it is not possible to achieve optimal agents at the end of the co-evolutionary process due to t作者: 異教徒 時間: 2025-3-23 19:59
Brie Williams,Cyrus Ahalt,Louise Aronsonate that Nash equilibrium is seldom played. The goal of proposed approach is to explore more nuance equilibria by allowing a player to be biased towards different equilibria in a fuzzy manner. Several classes of equilibria (Nash, Pareto, Nash-Pareto) are defined by using appropriate generative relat作者: Arboreal 時間: 2025-3-23 23:00
Actualizing Risk-Need-Responsivityization problem is one such area. In this work we present an evolutionary approach to solve the Rubik’s Cube with a low number of moves by building upon the classic Thistlethwaite’s approach. We provide a group theoretic analysis of the subproblem complexity induced by Thistlethwaite’s group transit作者: 收養(yǎng) 時間: 2025-3-24 06:19 作者: 整理 時間: 2025-3-24 08:18
https://doi.org/10.1007/978-1-4614-5690-2ble to handle the complexity of games, and modular to improve reusability. This ultimately improves the development process for designing automated game players. We cover here the use of behaviour trees to design and develop an AI-controlled player for the commercial real-time strategy game DEFCON. 作者: Introvert 時間: 2025-3-24 12:01
https://doi.org/10.1007/978-1-4614-5690-2ing developed by Introversion Software Ltd. Buildings are described in a custom plain-text markup language that can be parsed by Subversion’s procedural generation engine, which renders the 3D models on-screen. The building descriptions are amenable to random generation, crossover and mutation, whic作者: 食物 時間: 2025-3-24 17:24
Brie Williams,Cyrus Ahalt,Louise Aronson attention in operational research and computer games journals, not to mention the nature-inspired stochastic algorithm literature. In this paper we revisit the application of evolutionary algorithms to solving it and trying some recently-found results to an evolutionary algorithm. The most parts he作者: Conduit 時間: 2025-3-24 19:00
Rolf Loeber,David P. Farringtonls to be expressed in a top-down manner, while existing bottom-up techniques do not. We use the FI-2Pop genetic algorithm as a natural way to express both constraints and optimization goals for potential level designs. We develop a genetic encoding technique specific to level design, which proves to作者: 高深莫測 時間: 2025-3-25 03:09 作者: 沙發(fā) 時間: 2025-3-25 04:17
African Psychology, Critical Trendsite memory, using three different kinds of imitation rule: the traditional imitation rule where the entire data base of the opponent’s moves is copied, and the two more realistic partial imitation rules that copy only a subset of opponent’s moves based on information of games played. We find that th作者: 清醒 時間: 2025-3-25 10:19
https://doi.org/10.1007/978-0-387-71799-9e focus our attention on the benefits of using Grammatical Evolution to combine rules in the form of .<.>.<.>.. We defined a set of high-level functions that we think are necessary to successfully maneuver Ms.?Pac-Man through a maze while trying to get the highest possible score. For comparison purp作者: dapper 時間: 2025-3-25 11:52
Elizabeth Weiss-DeBoer,John S Carlsons to beat the human player and/or some other bots. The default artificial intelligence (AI) of this bot has been improved using two different evolutionary methods: genetic algorithms (GAs) and genetic programming (GP). The first one has been applied for tuning the parameters of the hard-coded values作者: 送秋波 時間: 2025-3-25 16:41
Access and Utilization of Health Careones on an 8x8 grid using only clues in the form of stone counts per row and column, and arrows placed in the grid that point to some of the hidden stones. Construction of these puzzles by hand is tedious. We explore the use of a simple genetic algorithm that automates construction of Shinro puzzles作者: correspondent 時間: 2025-3-25 20:37 作者: 前奏曲 時間: 2025-3-26 00:34 作者: 蘑菇 時間: 2025-3-26 08:16 作者: 鳴叫 時間: 2025-3-26 08:37 作者: Mettle 時間: 2025-3-26 13:16 作者: Ferritin 時間: 2025-3-26 18:32
Evolution of Grim Trigger in Prisoner Dilemma Game with Partial Imitationattern for all imitation rules, before these clusters of Grim Triggers coalesce into larger patches in the square lattice. A physical explanation for this pattern evolution is given. Implication of the partial imitation rule for IPD on complex networks is discussed.作者: Dri727 時間: 2025-3-27 00:20 作者: 口訣法 時間: 2025-3-27 03:13 作者: intangibility 時間: 2025-3-27 08:19 作者: Infiltrate 時間: 2025-3-27 12:27 作者: limber 時間: 2025-3-27 16:10 作者: FLIP 時間: 2025-3-27 20:51 作者: champaign 時間: 2025-3-28 01:31
Brie Williams,Cyrus Ahalt,Louise Aronsonds different equilibria in a fuzzy manner. Several classes of equilibria (Nash, Pareto, Nash-Pareto) are defined by using appropriate generative relations. An evolutionary technique for detecting fuzzy equilibria is considered. Experimental results on Cournot’ duopoly game illustrate evolutionary detection of proposed fuzzy equilibria.作者: agenda 時間: 2025-3-28 05:56
Rolf Loeber,David P. Farringtonboth constraints and optimization goals for potential level designs. We develop a genetic encoding technique specific to level design, which proves to be extremely flexible. Example levels are generated for two different genres of game, demonstrating the system’s broad applicability.作者: Anal-Canal 時間: 2025-3-28 09:06 作者: agonist 時間: 2025-3-28 10:41 作者: pantomime 時間: 2025-3-28 17:44 作者: 從屬 時間: 2025-3-28 22:22 作者: CLEAR 時間: 2025-3-29 02:59
Search-Based Procedural Content Generatione content is represented, and how the quality of the content is evaluated. The relation between search-based and other types of procedural content generation is described, as are some of the main research challenges in this new field. The paper ends with some successful examples of this approach.作者: amyloid 時間: 2025-3-29 04:18 作者: Flat-Feet 時間: 2025-3-29 07:19
Big C Versus Little c Creativity,s. Experimental results show that knowing the position of all the car drivers in the map leads the agents to obtain a better performance, thanks to the evolution of their behavior. Even the system as a whole gains some benefits from the evolution of the agents’ individual choices.作者: 猛烈責(zé)罵 時間: 2025-3-29 11:50
https://doi.org/10.1007/978-1-4614-5690-2ess intelligence or using fewer agents with higher intelligence. Therefore, the Creatures’ Exploration Problem with a complex input set is solved by evolving emergent agents. It shows that neither a sole increase in intelligence nor amount is the best solution. Instead, a cautious balance creates best results.作者: inspired 時間: 2025-3-29 16:24
Faye S. Taxman,Michael Caudy,Stephanie Maassnd to offer any significant improvement. We conclude that sexual recombination in self-organizing interaction networks may improve solution quality in problem domains with deception, and discuss directions for future research.作者: burnish 時間: 2025-3-29 22:55 作者: Benign 時間: 2025-3-30 01:03 作者: 協(xié)迫 時間: 2025-3-30 07:25
Elizabeth Weiss-DeBoer,John S Carlsoneld very good results, evolving bots which are capable to beat the default ones. The best results are yielded for the GA approach, since it just does a refinement following the default behaviour rules, while the GP method has to redefine the whole set of rules, so it is harder to get good results.作者: 慌張 時間: 2025-3-30 12:17
Evolving Individual Behavior in a Multi-agent Traffic Simulators. Experimental results show that knowing the position of all the car drivers in the map leads the agents to obtain a better performance, thanks to the evolution of their behavior. Even the system as a whole gains some benefits from the evolution of the agents’ individual choices.作者: 極小量 時間: 2025-3-30 14:26 作者: Condense 時間: 2025-3-30 16:50 作者: 舉止粗野的人 時間: 2025-3-30 22:07 作者: demote 時間: 2025-3-31 03:57 作者: insurgent 時間: 2025-3-31 07:03
Evolving Bot AI in UnrealTMeld very good results, evolving bots which are capable to beat the default ones. The best results are yielded for the GA approach, since it just does a refinement following the default behaviour rules, while the GP method has to redefine the whole set of rules, so it is harder to get good results.作者: MAPLE 時間: 2025-3-31 09:32 作者: Abrade 時間: 2025-3-31 13:58 作者: 干旱 時間: 2025-3-31 19:23 作者: Canyon 時間: 2025-3-31 21:53
Brie Williams,Cyrus Ahalt,Louise Aronsonuristic is used to select guesses found by the evolutionary algorithms in an attempt to find solutions that are closer to those found by exhaustive search algorithms, but at the same time, possibly have better scaling properties when the size of the puzzle increases.作者: 鍍金 時間: 2025-4-1 03:34
https://doi.org/10.1007/978-0-387-71799-9oses, we used four Ms.?Pac-Man agents, including a hand-coded agent, and tested them against three different ghosts teams. Our approach shows that the evolved controller achieved the highest score among all the other tested controllers, regardless of the ghost team used.作者: Psa617 時間: 2025-4-1 06:02
Conference proceedings 2010- ciency and simple underlying principles, these methods can be used for a diverse rangeofactivitiesincludingproblemsolving,optimization,machinelearningand pattern recognition. A large and continuously increasing number of researchers and professionals make use of EC techniques in various applicatio作者: LEERY 時間: 2025-4-1 13:09 作者: 極端的正確性 時間: 2025-4-1 14:51
Evolving Individual Behavior in a Multi-agent Traffic Simulatorhe selfish objective to reach its destination in the shortest time possible, and a preference in terms of paths to take, based on the presence of other agents and on the width of the roads. Those parameters are changed with an evolutionary strategy, to mimic the adaptation of a human driver to diffe作者: 機構(gòu) 時間: 2025-4-1 20:35
On Modeling and Evolutionary Optimization of Nonlinearly Coupled Pedestrian Interactionsented in this paper extend the widespread social force model to include improved velocity-dependent interaction forces. This modeling considers interactions of pedestrians with both static and dynamic obstacles, which can be also be effectively used to model pedestrian-vehicle interactions. The supe