7.3. EVOLVING GAMES FOR DIFFERENT AGENTS 121
 
   
 
   
  
   


 


  

 

 
         



  
             
             
 
              
    
7.3.1 THE N -TUPLE BANDIT EVOLUTIONARY ALGORITHM
 N           
              
             N  
                

122 7. AUTOMATIC GENERAL GAME TUNING
            
              
            
        
N-Tuple Bandit
Fitness Landscape Model
Evolutionary
Algorithm
Noisy Fitness
Evaluator
     
             
         current point     
                
             
               
          
               
   the model            
                
             
             
             
            
       
Estimating UCB Values: an N -Tuple Approach
                 
                
              
              
       
a
D argmax
a2A.s/
(
Q.s; a/ C C
s
ln N.s/
N.s; a/ C
)
: 
         Q.s; a/   
           C  
            N.s/  
         N.s; a/      
 a   
7.3. EVOLVING GAMES FOR DIFFERENT AGENTS 123
             
             
                  
              
  
        super-bandits  d 
      n       
     n
d
        
   N    N     N   N   
  N
j
.x/   j     x       
    x           
 m       
v
UCB
.x/ D
1
m
m
X
j D1

N
j
.x/
: 
 N        d   
   N  N      1  d  2
d
   
   N          
                
                
         N    
                
      
              
 current point            
                 
        
            
                
N              
   
              
          
              
               
  
124 7. AUTOMATIC GENERAL GAME TUNING
Algorithm 7.7  N         
  1        
Input: n 2 N
C
  
Input: p 2 .0; 1/  
Input: flipOnce 2 ftrue; falseg          
Output: LModel     
 procedure  n; p; flipOnce
 t 0    
 LModel ¿     
 current   2 S
 while t < nbEvals do
 value fitnesscurrent
  < current; value >  LModel
 Population LModel; current; n; p; flipOnce
 current arg max
x2Population
v
UCB
.x/
 t t C 1
 end while
 return LModel

 procedure  model; x; n; p; flipOnce
 Population ¿   
 d jxj   
 for k 2 f1; : : : ; ng do
 neighbor x
 i 0
 if flipOnce then
 i    f1; 2; : : : ; d g
 for j 2 f1; : : : ; d g do
 if i DD j or RAN < p then
     neighbor
j
 end if
 end for
 end if
  neighbor  Population
 end for
 return Population
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