Loading…

Fingerprints: enabling visualization and automatic analysis of strategies for two player games

Evolutionary computation can create a vast number of strategies for playing simple games. Analysis of these strategies is typically more time-consuming than their production. As a result, analysis of strategies produced by an EC system is often lacking or restricted to the extraction of superficial...

Full description

Saved in:
Bibliographic Details
Main Authors: Ashlock, D., Eun-Youn Kim, vonRoeschlaub, W.K.
Format: Conference Proceeding
Language:English
Subjects:
Online Access:Request full text
Tags: Add Tag
No Tags, Be the first to tag this record!
cited_by
cites
container_end_page 387 Vol.1
container_issue
container_start_page 381
container_title
container_volume 1
creator Ashlock, D.
Eun-Youn Kim
vonRoeschlaub, W.K.
description Evolutionary computation can create a vast number of strategies for playing simple games. Analysis of these strategies is typically more time-consuming than their production. As a result, analysis of strategies produced by an EC system is often lacking or restricted to the extraction of superficial summary statistics. This study presents a technique for extracting a functional signature from evolved agents. This signature can be used as a visualization of agent behavior in games with two moves and also provides a numerical target for clustering and other forms of automatic analysis. The fingerprint can be used to induce a similarity metric on the space of game playing agents. This study develops fingerprints in the context of the iterated prisoner's dilemma but they can be computed for any two player simultaneous game with a finite set of moves.
doi_str_mv 10.1109/CEC.2004.1330882
format conference_proceeding
fullrecord <record><control><sourceid>pascalfrancis_6IE</sourceid><recordid>TN_cdi_ieee_primary_1330882</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><ieee_id>1330882</ieee_id><sourcerecordid>17479899</sourcerecordid><originalsourceid>FETCH-LOGICAL-i203t-bf8935eab28fdf95f58c1208991b7ce07f18f49e63f748d737597ff7d1f6ed53</originalsourceid><addsrcrecordid>eNpFUMFKAzEQDYig1N4FL7l4bE02SZN4k6W1QsFLz5bZ3ZkS2e6WJFXq1xuo4PBgeG8eD94wdi_FXErhn-plPa-E0HOplHCuumJTb50oUM5Io27YNKVPUUYbLbW9ZR-rMOwxHmMYcnrmOEDTF4V_hXSCPvxADuPAYeg4nPJ4KLQtDPpzComPxFOOkHEfMHEaI8_fIz_2cMbI93DAdMeuCfqE0789YdvVcluvZ5v317f6ZTMLlVB51pDzyiA0laOOvCHjWlkJ571sbIvCknSkPS4UWe06q6zxlsh2khbYGTVhj5fYI6QWeoowtCHtSqsDxPNOWm19CSu-h4svIOL_-fIs9QuUfGDH</addsrcrecordid><sourcetype>Index Database</sourcetype><iscdi>true</iscdi><recordtype>conference_proceeding</recordtype></control><display><type>conference_proceeding</type><title>Fingerprints: enabling visualization and automatic analysis of strategies for two player games</title><source>IEEE Electronic Library (IEL) Conference Proceedings</source><creator>Ashlock, D. ; Eun-Youn Kim ; vonRoeschlaub, W.K.</creator><creatorcontrib>Ashlock, D. ; Eun-Youn Kim ; vonRoeschlaub, W.K.</creatorcontrib><description>Evolutionary computation can create a vast number of strategies for playing simple games. Analysis of these strategies is typically more time-consuming than their production. As a result, analysis of strategies produced by an EC system is often lacking or restricted to the extraction of superficial summary statistics. This study presents a technique for extracting a functional signature from evolved agents. This signature can be used as a visualization of agent behavior in games with two moves and also provides a numerical target for clustering and other forms of automatic analysis. The fingerprint can be used to induce a similarity metric on the space of game playing agents. This study develops fingerprints in the context of the iterated prisoner's dilemma but they can be computed for any two player simultaneous game with a finite set of moves.</description><identifier>ISBN: 9780780385153</identifier><identifier>ISBN: 0780385152</identifier><identifier>DOI: 10.1109/CEC.2004.1330882</identifier><language>eng</language><publisher>Piscataway NJ: IEEE</publisher><subject>Application software ; Applied sciences ; Artificial intelligence ; Biological system modeling ; Computer science; control theory; systems ; Evolutionary computation ; Exact sciences and technology ; Fingerprint recognition ; Game theory ; Mathematics ; Production ; Software agents ; Statistical analysis ; Visualization</subject><ispartof>Proceedings of the 2004 Congress on Evolutionary Computation (IEEE Cat. No.04TH8753), 2004, Vol.1, p.381-387 Vol.1</ispartof><rights>2006 INIST-CNRS</rights><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://ieeexplore.ieee.org/document/1330882$$EHTML$$P50$$Gieee$$H</linktohtml><link.rule.ids>309,310,780,784,789,790,2058,4050,4051,27925,54920</link.rule.ids><linktorsrc>$$Uhttps://ieeexplore.ieee.org/document/1330882$$EView_record_in_IEEE$$FView_record_in_$$GIEEE</linktorsrc><backlink>$$Uhttp://pascal-francis.inist.fr/vibad/index.php?action=getRecordDetail&amp;idt=17479899$$DView record in Pascal Francis$$Hfree_for_read</backlink></links><search><creatorcontrib>Ashlock, D.</creatorcontrib><creatorcontrib>Eun-Youn Kim</creatorcontrib><creatorcontrib>vonRoeschlaub, W.K.</creatorcontrib><title>Fingerprints: enabling visualization and automatic analysis of strategies for two player games</title><title>Proceedings of the 2004 Congress on Evolutionary Computation (IEEE Cat. No.04TH8753)</title><addtitle>CEC</addtitle><description>Evolutionary computation can create a vast number of strategies for playing simple games. Analysis of these strategies is typically more time-consuming than their production. As a result, analysis of strategies produced by an EC system is often lacking or restricted to the extraction of superficial summary statistics. This study presents a technique for extracting a functional signature from evolved agents. This signature can be used as a visualization of agent behavior in games with two moves and also provides a numerical target for clustering and other forms of automatic analysis. The fingerprint can be used to induce a similarity metric on the space of game playing agents. This study develops fingerprints in the context of the iterated prisoner's dilemma but they can be computed for any two player simultaneous game with a finite set of moves.</description><subject>Application software</subject><subject>Applied sciences</subject><subject>Artificial intelligence</subject><subject>Biological system modeling</subject><subject>Computer science; control theory; systems</subject><subject>Evolutionary computation</subject><subject>Exact sciences and technology</subject><subject>Fingerprint recognition</subject><subject>Game theory</subject><subject>Mathematics</subject><subject>Production</subject><subject>Software agents</subject><subject>Statistical analysis</subject><subject>Visualization</subject><isbn>9780780385153</isbn><isbn>0780385152</isbn><fulltext>true</fulltext><rsrctype>conference_proceeding</rsrctype><creationdate>2004</creationdate><recordtype>conference_proceeding</recordtype><sourceid>6IE</sourceid><recordid>eNpFUMFKAzEQDYig1N4FL7l4bE02SZN4k6W1QsFLz5bZ3ZkS2e6WJFXq1xuo4PBgeG8eD94wdi_FXErhn-plPa-E0HOplHCuumJTb50oUM5Io27YNKVPUUYbLbW9ZR-rMOwxHmMYcnrmOEDTF4V_hXSCPvxADuPAYeg4nPJ4KLQtDPpzComPxFOOkHEfMHEaI8_fIz_2cMbI93DAdMeuCfqE0789YdvVcluvZ5v317f6ZTMLlVB51pDzyiA0laOOvCHjWlkJ571sbIvCknSkPS4UWe06q6zxlsh2khbYGTVhj5fYI6QWeoowtCHtSqsDxPNOWm19CSu-h4svIOL_-fIs9QuUfGDH</recordid><startdate>2004</startdate><enddate>2004</enddate><creator>Ashlock, D.</creator><creator>Eun-Youn Kim</creator><creator>vonRoeschlaub, W.K.</creator><general>IEEE</general><scope>6IE</scope><scope>6IL</scope><scope>CBEJK</scope><scope>RIE</scope><scope>RIL</scope><scope>IQODW</scope></search><sort><creationdate>2004</creationdate><title>Fingerprints: enabling visualization and automatic analysis of strategies for two player games</title><author>Ashlock, D. ; Eun-Youn Kim ; vonRoeschlaub, W.K.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-i203t-bf8935eab28fdf95f58c1208991b7ce07f18f49e63f748d737597ff7d1f6ed53</frbrgroupid><rsrctype>conference_proceedings</rsrctype><prefilter>conference_proceedings</prefilter><language>eng</language><creationdate>2004</creationdate><topic>Application software</topic><topic>Applied sciences</topic><topic>Artificial intelligence</topic><topic>Biological system modeling</topic><topic>Computer science; control theory; systems</topic><topic>Evolutionary computation</topic><topic>Exact sciences and technology</topic><topic>Fingerprint recognition</topic><topic>Game theory</topic><topic>Mathematics</topic><topic>Production</topic><topic>Software agents</topic><topic>Statistical analysis</topic><topic>Visualization</topic><toplevel>online_resources</toplevel><creatorcontrib>Ashlock, D.</creatorcontrib><creatorcontrib>Eun-Youn Kim</creatorcontrib><creatorcontrib>vonRoeschlaub, W.K.</creatorcontrib><collection>IEEE Electronic Library (IEL) Conference Proceedings</collection><collection>IEEE Proceedings Order Plan All Online (POP All Online) 1998-present by volume</collection><collection>IEEE Xplore All Conference Proceedings</collection><collection>IEEE Electronic Library (IEL)</collection><collection>IEEE Proceedings Order Plans (POP All) 1998-Present</collection><collection>Pascal-Francis</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Ashlock, D.</au><au>Eun-Youn Kim</au><au>vonRoeschlaub, W.K.</au><format>book</format><genre>proceeding</genre><ristype>CONF</ristype><atitle>Fingerprints: enabling visualization and automatic analysis of strategies for two player games</atitle><btitle>Proceedings of the 2004 Congress on Evolutionary Computation (IEEE Cat. No.04TH8753)</btitle><stitle>CEC</stitle><date>2004</date><risdate>2004</risdate><volume>1</volume><spage>381</spage><epage>387 Vol.1</epage><pages>381-387 Vol.1</pages><isbn>9780780385153</isbn><isbn>0780385152</isbn><abstract>Evolutionary computation can create a vast number of strategies for playing simple games. Analysis of these strategies is typically more time-consuming than their production. As a result, analysis of strategies produced by an EC system is often lacking or restricted to the extraction of superficial summary statistics. This study presents a technique for extracting a functional signature from evolved agents. This signature can be used as a visualization of agent behavior in games with two moves and also provides a numerical target for clustering and other forms of automatic analysis. The fingerprint can be used to induce a similarity metric on the space of game playing agents. This study develops fingerprints in the context of the iterated prisoner's dilemma but they can be computed for any two player simultaneous game with a finite set of moves.</abstract><cop>Piscataway NJ</cop><pub>IEEE</pub><doi>10.1109/CEC.2004.1330882</doi></addata></record>
fulltext fulltext_linktorsrc
identifier ISBN: 9780780385153
ispartof Proceedings of the 2004 Congress on Evolutionary Computation (IEEE Cat. No.04TH8753), 2004, Vol.1, p.381-387 Vol.1
issn
language eng
recordid cdi_ieee_primary_1330882
source IEEE Electronic Library (IEL) Conference Proceedings
subjects Application software
Applied sciences
Artificial intelligence
Biological system modeling
Computer science
control theory
systems
Evolutionary computation
Exact sciences and technology
Fingerprint recognition
Game theory
Mathematics
Production
Software agents
Statistical analysis
Visualization
title Fingerprints: enabling visualization and automatic analysis of strategies for two player games
url http://sfxeu10.hosted.exlibrisgroup.com/loughborough?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2024-12-28T20%3A18%3A24IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-pascalfrancis_6IE&rft_val_fmt=info:ofi/fmt:kev:mtx:book&rft.genre=proceeding&rft.atitle=Fingerprints:%20enabling%20visualization%20and%20automatic%20analysis%20of%20strategies%20for%20two%20player%20games&rft.btitle=Proceedings%20of%20the%202004%20Congress%20on%20Evolutionary%20Computation%20(IEEE%20Cat.%20No.04TH8753)&rft.au=Ashlock,%20D.&rft.date=2004&rft.volume=1&rft.spage=381&rft.epage=387%20Vol.1&rft.pages=381-387%20Vol.1&rft.isbn=9780780385153&rft.isbn_list=0780385152&rft_id=info:doi/10.1109/CEC.2004.1330882&rft_dat=%3Cpascalfrancis_6IE%3E17479899%3C/pascalfrancis_6IE%3E%3Cgrp_id%3Ecdi_FETCH-LOGICAL-i203t-bf8935eab28fdf95f58c1208991b7ce07f18f49e63f748d737597ff7d1f6ed53%3C/grp_id%3E%3Coa%3E%3C/oa%3E%3Curl%3E%3C/url%3E&rft_id=info:oai/&rft_id=info:pmid/&rft_ieee_id=1330882&rfr_iscdi=true