Home
About the School
Contact and People
Future Undergraduate Students
Prospective Postgraduates
Current Students
Current Postgraduates
Research
IT News
Awards
Industry Links and Prizes
School and IT Information
Other
Internal Information
|
02062006
Title: Evolving Adaptive Play for the Game of SpoofDate: 11am, Friday 2 June 2006
Speaker: Mark Wittkamp
In games where no optimal fixed strategy is known to exist, it is
important for players to be adaptive. Adaptive artificial
opponents capable of learning and opponent modelling are highly
desirable in computer games. Typically, a great deal of a game's
ability to maintain the interest of human players is provided by
multiplayer functionality due to the unpredictable and changing game
environment that this entails. It is reasonable to expect that
artificial opponents mimicking the observable characteristics of human
players through adaptive play would significantly benefit many games'
lastability. Spoof is a multiple player game of imperfect
information for which the success of a player is largely dictated by
its ability to build models of its opponent(s) so that their weaknesses
may be identified and exploited.
We present our approach to opponent modelling in the game of Spoof
using Evolutionary Computation, more specifically - Genetic
Programming.Genetic Programming involves a guided random search of the
solution space to a given problem by evolving a population of candidate
solutions which take the form of program trees. Genetic
Programming
shows potential for games of imperfect information or other games where
tree searching algorithms are often infeasible due to the games'
intractability.
The suitability of Genetic Programming for opponent modelling is
substantiated by comparison with a simple lookup-table approach for
learning. We demonstrate that specialisation and opponent
modelling is required for optimal play in the game of Spoof by
contrasting
evolved playing strategies with a number of fixed strategies comparable to those employed by most human players.
Title: A Coupled Atmosphere-Fire Model Using Cellular AutomataDate: 11:30am, Friday 2 June 2006 Speaker: Richard Hart
Because of their complex nature, bushfires are very difficult to
predict and fight. There are many different types of bushfire
simulation models, from theoretical, which are computationally complex,
to empirical, which are less accurate. Some theoretical models
consider the interaction between the bushfire and the atmosphere, which
are more accurate than those models which consider the fire
alone. A different approach is to use cellular automata to model
a ground fire, which discretises areas of the fire into finite states
to reduce the computational complexity of theoretical models.
The goal of this project is to develop an experimental tool to
investigate the viability of combining these two approaches, using
cellular automata to implement a coupled atmosphere-fire model in a
bushfire simulator.The focus of the development is to produce software
which is simple to modify, as it is to be used by researchers to
develop and improve the model.
|
|