The good side of running away

Similar documents
Chapter 3: Complex systems and the structure of Emergence. Hamzah Asyrani Sulaiman

Sequential Dynamical System Game of Life

CS221 Project Final Report Automatic Flappy Bird Player

GROWING UP IN MORECAMBE 2008 GROWING UP IN MORECAMBE The Mathematics of Shell Construction. and other patterns

ON THE EVOLUTION OF TRUTH. 1. Introduction

This assignment is worth 75 points and is due on the crashwhite.polytechnic.org server at 23:59:59 on the date given in class.

Population Initialization Techniques for RHEA in GVGP

Generating Interesting Patterns in Conway s Game of Life Through a Genetic Algorithm

Wright-Fisher Process. (as applied to costly signaling)

Analysis of Vanilla Rolling Horizon Evolution Parameters in General Video Game Playing

Dota2 is a very popular video game currently.

Contents Modeling of Socio-Economic Systems Agent-Based Modeling

Sokoban: Reversed Solving

EC 551 Telecommunication System Engineering. Mohamed Khedr

Population Adaptation for Genetic Algorithm-based Cognitive Radios

Mixed Strategies; Maxmin

Smart Scheduling and Dumb Antennas

Computing Nash Equilibrium; Maxmin

2048: An Autonomous Solver

Stochastic Modelling of Downlink Transmit Power in Wireless Cellular Networks

Unit 7J Electrical circuits. About the unit. Expectations. Science Year 7. Where the unit fits in

An Adaptive-Learning Analysis of the Dice Game Hog Rounds

Wireless communications: from simple stochastic geometry models to practice III Capacity

Effect of Oyster Stocking Density and Floating Bag Mesh Size on Commercial Oyster Production

Math Steven Noble. November 22nd. Steven Noble Math 3790

Domination Rationalizability Correlated Equilibrium Computing CE Computational problems in domination. Game Theory Week 3. Kevin Leyton-Brown

What are they? Cellular Automata. Automata? What are they? Binary Addition Automaton. Binary Addition. The game of life or a new kind of science?

COMP219: COMP219: Artificial Intelligence Artificial Intelligence Dr. Annabel Latham Lecture 12: Game Playing Overview Games and Search

Evolutionary Computation for Creativity and Intelligence. By Darwin Johnson, Alice Quintanilla, and Isabel Tweraser

A comparison of a genetic algorithm and a depth first search algorithm applied to Japanese nonograms

Optimal Yahtzee performance in multi-player games

L19: Prosodic modification of speech

Minmax and Dominance

This exam is closed book and closed notes. (You will have access to a copy of the Table of Common Distributions given in the back of the text.

Surveying & Monitoring Mammals

ARCHITECTURAL SPACE PLANNING USING PARAMETRIC MODELING

Introduction to Wireless and Mobile Networking. Hung-Yu Wei g National Taiwan University

A Technical Introduction to Audio Cables by Pear Cable

Using Artificial intelligent to solve the game of 2048

SECTOR SYNTHESIS OF ANTENNA ARRAY USING GENETIC ALGORITHM

Satellite Communications: Part 4 Signal Distortions & Errors and their Relation to Communication Channel Specifications. Howard Hausman April 1, 2010

Evolutionary robotics Jørgen Nordmoen

Dice Games and Stochastic Dynamic Programming

Opportunistic Communication in Wireless Networks

UNISONIC TECHNOLOGIES CO., LTD

COMP219: Artificial Intelligence. Lecture 13: Game Playing

IMAC 27 - Orlando, FL Shaker Excitation

CS 188: Artificial Intelligence Spring Announcements

Announcements. CS 188: Artificial Intelligence Spring Game Playing State-of-the-Art. Overview. Game Playing. GamesCrafters

Game Theory: Introduction. Game Theory. Game Theory: Applications. Game Theory: Overview

Two-Factor unbalanced experiment with factors of Power and Humidity Example compares LSmeans and means statement for unbalanced data

Spread Spectrum. Chapter 18. FHSS Frequency Hopping Spread Spectrum DSSS Direct Sequence Spread Spectrum DSSS using CDMA Code Division Multiple Access

Multi-Robot Coordination. Chapter 11

Developing Frogger Player Intelligence Using NEAT and a Score Driven Fitness Function

Interference: An Information Theoretic View

Reinforcement Learning in Games Autonomous Learning Systems Seminar

Mobile & Wireless Networking. Lecture 2: Wireless Transmission (2/2)

Game Playing for a Variant of Mancala Board Game (Pallanguzhi)

Available online at ScienceDirect. Procedia Computer Science 95 (2016 )

An Investigation of Loose Coupling in Evolutionary Swarm Robotics

Dynamic Programming in Real Life: A Two-Person Dice Game

CS 188: Artificial Intelligence. Overview

Chapter 1: Building an Army

Radiofrequency (RF) Safety Overview Massachusetts Environmental Health Association

Optimization of Tile Sets for DNA Self- Assembly

A Cryptosystem Based on the Composition of Reversible Cellular Automata

CS1802 Week 9: Probability, Expectation, Entropy

Lecture 2: The Concept of Cellular Systems

CSCD 433 Network Programming Fall Lecture 5 Physical Layer Continued

MA/CS 109 Computer Science Lectures. Wayne Snyder Computer Science Department Boston University

K. Desch, P. Fischer, N. Wermes. Physikalisches Institut, Universitat Bonn, Germany. Abstract

AIS and Swarm Intelligence : Immune-inspired Swarm Robotics

How user throughput depends on the traffic demand in large cellular networks

Waiting Times. Lesson1. Unit UNIT 7 PATTERNS IN CHANCE

-binary sensors and actuators (such as an on/off controller) are generally more reliable and less expensive

Distributed Control of LED Array for Architectural and Signage Lighting

CHAPTER - 6 PIN DIODE CONTROL CIRCUITS FOR WIRELESS COMMUNICATIONS SYSTEMS

arxiv: v1 [cs.ai] 18 Dec 2013

Game Playing Part 1 Minimax Search

Channel Coding RADIO SYSTEMS ETIN15. Lecture no: Ove Edfors, Department of Electrical and Information Technology

AI Agent for Ants vs. SomeBees: Final Report

Chapter 3 Novel Digital-to-Analog Converter with Gamma Correction for On-Panel Data Driver

ICT 5305 Mobile Communications. Lecture - 3 April Dr. Hossen Asiful Mustafa

Towards Artificial ATRON Animals: Scalable Anatomy for Self-Reconfigurable Robots

The Future of Network Science: Guiding the Formation of Networks

Access Methods and Spectral Efficiency

COMP3211 Project. Artificial Intelligence for Tron game. Group 7. Chiu Ka Wa ( ) Chun Wai Wong ( ) Ku Chun Kit ( )

OPTIMIZING PERFORMANCE OF THE DCP01B, DVC01 AND DCP02 SERIES OF UNREGULATED DC/DC CONVERTERS.

Othello/Reversi using Game Theory techniques Parth Parekh Urjit Singh Bhatia Kushal Sukthankar

Joint Relaying and Network Coding in Wireless Networks

Multi-antenna Cell Constellations for Interference Management in Dense Urban Areas

TJHSST Senior Research Project Exploring Artificial Societies Through Sugarscape

Game Tree Search. CSC384: Introduction to Artificial Intelligence. Generalizing Search Problem. General Games. What makes something a game?

A Comparative Simulation Study of Four Multilevel DRAMs

3-2 Lecture 3: January Repeated Games A repeated game is a standard game which isplayed repeatedly. The utility of each player is the sum of

Models in Models On Agent-Based Modelling and Simulation in Energy Systems Analysis

Announcements. CS 188: Artificial Intelligence Fall Local Search. Hill Climbing. Simulated Annealing. Hill Climbing Diagram

Learning a Value Analysis Tool For Agent Evaluation

11/1/2010. Old School vs. New Media: Today s Public Relations Methods. No, not quite this old.

Public Acceptance Considerations

Transcription:

The good side of running away Introducing signalling into Conways Game of Life Simon Schulz si.schulz@student.uni-tuebingen.de 20. Januar 2013

Overview Introduction How to improve the game The GOLS Game Implementation Results

Introduction

Conways Game of Life Is a cellular automaton, which follows four rules:

Conways Game of Life Is a cellular automaton, which follows four rules: 1 Any live cell with fewer then two living neighbours dies (under-population).

Conways Game of Life Is a cellular automaton, which follows four rules: 1 Any live cell with fewer then two living neighbours dies (under-population). 2 Any live cell with two or three live neighbours lives on to the next generation.

Conways Game of Life Is a cellular automaton, which follows four rules: 1 Any live cell with fewer then two living neighbours dies (under-population). 2 Any live cell with two or three live neighbours lives on to the next generation. 3 Any live cell with more than three live neighbours dies(overcrowding).

Conways Game of Life Is a cellular automaton, which follows four rules: 1 Any live cell with fewer then two living neighbours dies (under-population). 2 Any live cell with two or three live neighbours lives on to the next generation. 3 Any live cell with more than three live neighbours dies(overcrowding). 4 Any dead cell with exactly three live neighbours becomes a live cell (reproduction)

Conways Game of Life Is a cellular automaton, which follows four rules: 1 Any live cell with fewer then two living neighbours dies (under-population). 2 Any live cell with two or three live neighbours lives on to the next generation. 3 Any live cell with more than three live neighbours dies(overcrowding). 4 Any dead cell with exactly three live neighbours becomes a live cell (reproduction)

Conways Game of Life Rules applied simultaneously Zero player game, seed at beginning Deterministic

Conways Game of Life Rules applied simultaneously Zero player game, seed at beginning Deterministic Gardner, Martin (1970/10) Because of Life s analogies with the rise, fall and alterations of a society of living organisms, it belongs to a growing class of what are called simulation games

Point of view Commonly on cellular level

Point of view Commonly on cellular level But macro view:

Point of view Commonly on cellular level But macro view: Cells as cities in a given area

Point of view Commonly on cellular level But macro view: Cells as cities in a given area Relation of available resources...

Point of view Commonly on cellular level But macro view: Cells as cities in a given area Relation of available resources...... and e.g. trading.

Point of view Commonly on cellular level But macro view: Cells as cities in a given area Relation of available resources...... and e.g. trading. Communication

Communication Requires some intelligence Intelligence gives ability to make decisions

Communication Requires some intelligence Intelligence gives ability to make decisions Is there any decision that increases amount of surviving cities?

How to improve the game

Case studies Allow action between generations What are reasonable actions?

Case studies Allow action between generations What are reasonable actions? Influence on the rules Influence on the global survivability

Case studies Allow action between generations What are reasonable actions? Influence on the rules Influence on the global survivability What s about ABANDONMENT?

4-die-modification vs. normal game 2 4die/basic game 1.5 ratio 4die/basic 1 0.5 0 50 runs

4-die-modification vs. normal game 1600 Long term behaviour 4die 1400 1200 Number living cells 1000 800 600 400 200 0 0 200 400 600 800 1000 Number of Generations

Use that knowledge to...... give the cells the ability to abandon Depending on signalling Preplay communication Step before basic GoL rule appliance

Use that knowledge to...... give the cells the ability to abandon Depending on signalling Preplay communication Step before basic GoL rule appliance Example: citizens can decide to abandon the area e.g. when resources run short

The signalling system

Definitions Definition: State For a given cell c i the state is t n, where n = 0,..., 8, number of living cells around c i. The set of states is therefore defined as T = {t 0,..., t 8 }.

Definitions Definition: State For a given cell c i the state is t n, where n = 0,..., 8, number of living cells around c i. The set of states is therefore defined as T = {t 0,..., t 8 }. Definition: Sender & Receiver The sender is a cell c s. The receiver is a cell c r, c s c r, S, R C = {c i : c i Living cells}

Definitions Definition: State For a given cell c i the state is t n, where n = 0,..., 8, number of living cells around c i. The set of states is therefore defined as T = {t 0,..., t 8 }. Definition: Sender & Receiver The sender is a cell c s. The receiver is a cell c r, c s c r, S, R C = {c i : c i Living cells} Definition: Action An action is the decision to die (a 2 ) or not to die (a 1 ), before the next game-based selection process begins, A = {a 1, a 2 }.

Definitions Definition: State For a given cell c i the state is t n, where n = 0,..., 8, number of living cells around c i. The set of states is therefore defined as T = {t 0,..., t 8 }. Definition: Sender & Receiver The sender is a cell c s. The receiver is a cell c r, c s c r, S, R C = {c i : c i Living cells} Definition: Action An action is the decision to die (a 2 ) or not to die (a 1 ), before the next game-based selection process begins, A = {a 1, a 2 }. Definition: Messages A message is a signal that can be choosen from := {M 0,..., M 8 }.

Utility-function The utility is calculated by u(c r, a i ) = N(c r, t + 1, a i ) N(c r, t) where c r is a receiver cell a i is a specific action t is the time N is the neighbourhood function

The signalling game Definition: Signalling game for Conways GoL G = (S, R, T, M, A, u)

GOLS Game Definition: GOLS Game SS = (G, ϕ, Pr m, Pr a, µ)

GOLS Game Definition: GOLS Game SS = (G, ϕ, Pr m, Pr a, µ) Where G is the game

GOLS Game Definition: GOLS Game SS = (G, ϕ, Pr m, Pr a, µ) Where G is the game ϕ selects the sender & receiver

GOLS Game Definition: GOLS Game SS = (G, ϕ, Pr m, Pr a, µ) Where G is the game ϕ selects the sender & receiver µ is the update dynamic

Selection functions

Selection functions Definition of Pr m Pr m : T M

Selection functions Definition of Pr m Pr m : T M Definition of Pr a Pr a : T M M

Agent selection function Definition: Agent selection function C = (Cell 1,..., Cell n ) ϕ(c) = {(Cell i, Cell j )} ϕ(c \ {Cell i, Cell j }) where i, j N, i, j < n, i random, j such that Cell j random neighbour of Cell i

Update dynamics Definition: Update function Bush-Mosteller-Reinforcement µ(x) = pr old (x) + α (1 pr old (x)) α = lp u, where lp is the learning parameter u is the utility gotten

Paste it together (C s, C r ) ϕ(c)

Paste it together (C s, C r ) ϕ(c) T s R m M Tr R a A

Paste it together (C s, C r ) ϕ(c) T s R m M Tr R a A ut = u(c r, A)

Paste it together (C s, C r ) ϕ(c) T s R m M Tr R a A ut = u(c r, A) µ(t s ), µ(m, T r )

Conclusion Global knowledge of all cells

Conclusion Global knowledge of all cells Cells only know the neighbours

Conclusion Global knowledge of all cells Cells only know the neighbours... of a random neighbour

Conclusion Global knowledge of all cells Cells only know the neighbours... of a random neighbour... their selves

Conclusion Global knowledge of all cells Cells only know the neighbours... of a random neighbour... their selves Action based on local knowledge

Conclusion Global knowledge of all cells Cells only know the neighbours... of a random neighbour... their selves Action based on local knowledge Communication on a random base

Implementation

Problems that occured Testing showed... Poor signalling gets punished hard and fast (Populations die out fast)

Problems that occured Testing showed... Poor signalling gets punished hard and fast (Populations die out fast) Time depended strategies: High density vs few left

Problems that occured Testing showed... Poor signalling gets punished hard and fast (Populations die out fast) Time depended strategies: High density vs few left Chaos - Difficult to measure

Problems that occured Testing showed... Poor signalling gets punished hard and fast (Populations die out fast) Time depended strategies: High density vs few left Chaos - Difficult to measure Utility choice of utility function

Solutions Solution for hard punishment Repeat update progress n-times Large initial populations

Solutions Solution for hard punishment Repeat update progress n-times Large initial populations Solution for time-depended strategies Bush-Mosteller reinforcement for faster learning Roth-Erev reinforcement too slow Repeat update progress n-times

Solutions Solution for measuring the chaos Adequate amount of runs Sum up the cell count and calculate average

Solutions Solution for measuring the chaos Adequate amount of runs Sum up the cell count and calculate average c = 1 t n CellsNum(t) t=1

Solutions Solution for measuring the chaos Adequate amount of runs Sum up the cell count and calculate average c = 1 t n CellsNum(t) t=1 And then build the ratio r = c signalling c basic

Solutions Solution for measuring the chaos Adequate amount of runs Sum up the cell count and calculate average c = 1 t n CellsNum(t) t=1 And then build the ratio r = c signalling c basic This ratio is used as a measurement for the survivability.

Solutions Solution for measuring the chaos Adequate amount of runs Sum up the cell count and calculate average c = 1 t n CellsNum(t) t=1 And then build the ratio r = c signalling c basic This ratio is used as a measurement for the survivability.

Solutions Solution for finding a fairly good utility function Number of global cells not representative Again... chaos Commonly number of cells shrinking Examining all constellations too complex Solution already introduced function

Demonstration

Results

Quantitative evaluation Grid size = 70 70 Random cells p C =.25 modification vs basic 5 repetitions of signalling before each round actions in 5-th round

With a given meaning 2 signalling nm/basic game ratio signalling nm/basic 1.5 1 0.5 0 100 runs

With a no given meaning 2 signalling wm/basic game ratio signalling wm/basic 1.5 1 0.5 0 100 runs

Results compared Runs Successful Average 4-die 50 100% 136% given meaning 100 83% 119% no giv. meaning 100 77% 114%

Long term with a given meaning 2500 Long term behaviour signaling with given meaning 2000 Number living cells 1500 1000 500 0 0 200 400 600 800 1000 Number of generations

Long term without a given meaning 2500 Long term behaviour signaling with no given meaning 2000 Number living cells 1500 1000 500 0 0 200 400 600 800 1000 Number of generations

Qualitative evaluation Signalling strong when huge population Big grid size Important to get a good strategy fast Weak when only a few left Wrong strategy hard punishment

Final statement Taking Conways Game of Life as a metaphor for life, one could say Signalling can achieve higher survivability Signalling can successfully evolve in a high-punishing environment Poor signalling is deadly in a high-punishing environment