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Results Attained by Different Approaches (generations 1 through 250)  

Results Attained by Different Approaches (generations 1 through 250)  

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Conference Paper
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In this paper, Core War, a very peculiar game popular in mid 80's, is exploited as a benchmark to improve the μGP, an evolutionary algorithm able to generate touring-complete, realistic assembly programs. Two techniques were analyzed: coevolution and a modified island model. Experimental results showed that the former is essential in the beginning...

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Context 1
... interestinglu, Figure 5 reports the result for the com- plete optimization process of 250 generations. The effect of co-evolution can be easily seen in all figures. ...

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Citations

... Exploration and generation of CoreWar warriors, assisted by computers, has become increasingly popular in the recent years. Majority of work, however, has concentrated on warrior parameter optimization [7] and the evolution of competitive warriors [8,5,9]. Exploratory analysis (albeit motivated by warrior evolution), by means of automatic categorization based on the analysis of execution frequencies of certain instruction types during simulation, was performed, with some results available in [2], but with no published findings. ...
... Starting from perhaps the earliest efforts of Samuel (1959) with checkers (also known as draughts), research has been conducted in various forms of computational intelligence (e.g., neural networks and evolutionary computation) for a wide variety of n-player zero-sum and nonzero-sum games. A complete review of these efforts is beyond the scope of this paper; however the breadth of study can be appreciated by reviewing the numerous contributions to games research using the iterated prisoner's dilemma (e.g., Axelrod, 1987;Fogel, 1993;Fogel, 1995;Harrald and Fogel, 1996;Darwen and Yao, 2000;Chong and Yao, 2004;Chong and Yao, 2005;Ishibuchi and Namikawa, 2005;Franken and Engelbrecht, 2005 and others), general game theory and evolutionary stable strategies ( Fogel et al., 1997;Fogel et al., 1998;Fogel and Beyer, 2000;Ficici et al., 2005 and others), board games such as checkers Fogel, 1999a,b, 2001;Fogel, 2002;Hughes, 2003;Franken and Engelbrecht, 2003;Cho, 2003, 2005;Hughes, 2005), chess ( Kendall and Whitwell, 2001;Fogel et al., 2004a,b), Othello (Moriarty and Miikkulainen, 1995), backgammon (Pollack and Blair, 1998;Darwen, 2001), versions of Go ( Richards et al., 1998Richards et al., , 2001Kendall et al., 2004;Runnarson and Lucas, 2005;Lubberts and Miikkulainen, 2001), RISK ( Vaccaro and Guest, 2005), Monopoly (Frayn, 2005), and other games such as core wars ( Corno et al., 2003Corno et al., , 2004Corno et al., 2005a,b), card games ( Kendall and Smith, 2003;Fogel, 2004), combat and other video games ( Gallagher and Ryan, 2003;Stanley et al., 2005;Louis and Miles, 2005;Hong and Cho, 2005;Tanev et al., 2005;Togelius and Lucas, 2005;Parker et al., 2005), and many others (see also Kendall and Lucas, 2005;Fogel et al., 2005). ...
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... In 2003, Corno, Sanchez and Squillero used corewar as a test bench to enhance the µGP, a generic assembly-level program generator [4]. The game was exploited to evaluate the effectiveness of new evolutionary methodologies: the results attained by evolved warriors were used as a feedback for the adopted selection schemes and operators. ...
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... According to the suggestion of [5], the instruction library for the corewar has been rewritten from scratch. While in [4] a single macro may encode several different redcode instructions as in Figure 2, in the instruction library adopted each macro corresponds to one single redcode instruction. ...
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