There's more than one way to do things | |
PerlMonks |
comment on |
( [id://3333]=superdoc: print w/replies, xml ) | Need Help?? |
Very cool, I'm looking forward to playing around with this.
Since you mentioned tic-tac-toe, I've worked along these same set of assumptions (know what's a legal move, know if & how the game ends) for both (very simple) neural nets and also genetic algorithms. Both a lot of fun, you may want to look into them. I must admit that the math for the NN is very slow going when it's not beyond me, but GAs were fun and cool. Two twists on it that I tried I think may of helped, or at least kept me more interested. For games like tic-tac-toe where board orientation is unimportant I developed a routine to orient the board before evaluating such that multiple boards that were just rotations or flips of each other went through the same game logic. In addition, I started with many randomly weighted oppenents, and then let them battle each other. This slowly gave a "better opponent" as you mention, which I think allowed a quicker training. It was needful for the GAs, but just plain fun for the NNs. There are a lot or resources out there on the web. My old bookmark list (that had my favs) got wiped a while ago so I can't rememebr specific ones, but just search around. Have fun.
=Blue In reply to Re: A simple game AI that learns
by Blue
|
|