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Results
Conclusions
Experimental Setup
On a more sophisticatedneural network architecture, thismethod createdthe worlds best Backgammon computer, TDGammon
Experimental
main part of a game of Backgammon the final racing stage, when pieces do not have to pass the opponents pieces. This racing stage is less interestingthan the main part, because there is an algorithm to exactly solve the end game.
Co-evolution here only optimizes the first function and The final racing part of the game uses Pubevals racing weights.
The question facing this paper is, for a given way to repre- sent a solution, how can CO-evolutionary learning obtain the highest ability from the least CPU time?
Sampling more games would more accurately discem the differences in ability among the members of the population.
that the extra precision in those evaluations does indeed have an effect,but a negative one: more games reduce the behavioral diversity, which ipso facto require more evaluations to discern those smaller differences between players.
Corollary: Small Population, More Games is Worse Since we're interested in achieving a
representation's peak ability, from the least CPU time, it is reasonable to ask what happens when the population size is barely large enough, instead of generously large. Smaller populations use less CPU time. But a smaller population has more trouble maintaining diversity, and Figure 3 and 4 show that
Co-Evolution,What Is ItGoodFor?
Conclusion
Use a generously large population: more noise requires more population. If you skimp on population size, more evaluations can be worse for learning, not better, because of its tendency to reduce diversity. Use just enough evaluations, so that more does not improve learning. This depends on the task, and your implementation. Here, each individual needs to take part in about 1600 games.