Otimização da função de avaliação de Dominó de 4 pontas utilizando Algoritmo genético
Carregando...
Data
Autores
Título da Revista
ISSN da Revista
Título de Volume
Editor
Universidade Federal do Amazonas
Resumo
The 4-sided dominoes game, popular in Amazonas State, is a variation of the dominoes game
probably originated in China. In the 4-sided dominoes, the matches are disputed between two
teams and the players must elaborate strategies based in three main objectives: scoring,
facilitate the future moves of the team and hinder the opponents’ moves. On the other hand, at
anytime the players have knowledge about the pieces held by the other players, which
characterizes the dominoes as an imperfect information game, where the search in the solution
space is more complex than in perfect information games. This work presents the
development of an intelligent agent for the 4-sided dominoes game, in which the choice of the
moves is done through an evaluation function. The evaluation function is based on
information about the present game state to make the selection of the moves according to the
objectives of the game. We proposed four possible strategies to be adopted by the intelligent
agent for the 4-sided dominoes game: a strategy that considers the three main objectives
simultaneously, a strategy that prioritizes only the player himself, a strategy that prioritizes
only the partner and a strategy that only aims to block the opponents’ moves. By prioritizing
different objectives of the game, each strategy is represented by a distinct evaluation function.
The selection of the optimal coefficients for these evaluation functions was made using
Genetic Algorithms, a search technique inspired by Darwin’s Theory of Evolution. The
evaluation criterion used to determine the best solution was the number of wins in 5,000
matches of dominoes and the optimizations were divided in three steps. Initially, for each
strategy, the genetic algorithm maximized the number of wins against a team that adopted the
basic strategy. In the second step, the strategies were optimized by playing against
themselves, where the opponent team used the coefficients optimized in the first step. In the
last step, each strategy was optimized against the other three, where these used the
coefficients optimized in the second step. Due to the stochastic nature of the genetic
algorithm, all optimizations were performed 10 times, allowing the mean and standard
deviation of the results to be obtained. With these informations, statistical tests were applied
in order to determine the significance of the number of wins. The test showed that two
strategies achieved better results than those obtained by the function developed in a previous
work. Comparing the performance between the four proposed strategies, we concluded that
the strategy covering the three main objectives of the game is superior to the others; the
strategies that emphasize only one team player have equivalent performance; and the strategy
that focuses only on hinder the opponents’ have inferior performance to the previous ones.
The best strategy optimized in this work was also evaluated against teams formed by human
players. Against experienced players, the strategy did not show satisfactory performance,
winning only 32% of matches. Nevertheless, against casual players, the intelligent agent won
in 78% of the disputed matches.
Descrição
Palavras-chave
Citação
ANTONIO, Nirvana da Silva. Otimização da função de avaliação de Dominó de 4 pontas utilizando Algoritmo genético. 2011. 113 f. Dissertação (Mestrado em Engenharia Elétrica) - Universidade Federal do Amazonas, Manaus, 2011.
Coleções
Avaliação
Revisão
Suplementado Por
Referenciado Por
Licença Creative Commons
Exceto quando indicado de outra forma, a licença deste item é descrita como Acesso Aberto

