Newsgroups: comp.ai.alife,comp.ai.genetic
From: christian@darkin.demon.co.uk (Christian Darkin)
Path: cantaloupe.srv.cs.cmu.edu!das-news2.harvard.edu!news2.near.net!howland.reston.ans.net!news.sprintlink.net!pipex!demon!christian
Subject: Re: Genetic Game
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Date: Tue, 15 Nov 1994 08:43:53 +0000
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: >> This kind of game would be the perfect environment for experimenting with
: >> genetic algorithms and artificial intelligence.  After each new generation,
: >> the resulting new species would be committed to disc so that every time the
: >> game was played, the evolution would advance.  Over a period of weeks and 
: >> months of play, natural selection would evolve better and cleverer 
: >> creatures.  

: >Have you actually tested this game?   

No, we`re just trying to work out how to write it right now.


: >I think the second child to play this game will kill the hardest guys
: >first, and easily beat the game.

: >You see, GAs rely on a predictable fitness function.
: >The children will win simply by changing the rules.
: >Something the (current) computer is incapable of.


: >The worst survive, and just get worse. 

Ah, yes, but as it`s harder to kill the tough ones, that balances it out.

Also, we`re planning to have the enemies fight each other as well as the 
player.  That way they do evolve positively.  

(BTW the game`s not really going to be exactly like Space Invaders;  that 
was just an illustration of the idea.  It`ll really be a game where the 
player can wander around a playing field several times the size of the 
screen so there`ll be the chance of things happening off screen as well)

Christian.


: >Wishing you success,
: >  Michael

:  That's not sure! The rules are the games functions and they cannot be 
: altered by anyone else than a programmer. The fitness function is quite 
: simple: The one who survives lives and reproduce. But I agree that there 
: ought to be quite a large genepool or perhaps not a completely randomized 
: seed generation.

: Claes Andersson. University of Bors. Sweden.
