Difference between revisions of "Myersna-log"
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These are my (semi) daily logs for my project. You can find my project summary page [[myersna-project|here]] | These are my (semi) daily logs for my project. You can find my project summary page [[myersna-project|here]] | ||
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+ | == December 2 == | ||
+ | After much debugging, my single threaded implementation of genetic learning in the card game appears to work. It's still pretty ugly, you have to recompile it to give it new parameters, and the code is a little hard to parse. I'll need to go back later and spruce it up a bit. While I've started work on a multithreaded implementation, I'm questioning how practical it is to spend time on threading instead of more productive work. | ||
== December 1 == | == December 1 == |
Revision as of 18:56, 2 December 2007
These are my (semi) daily logs for my project. You can find my project summary page here
Contents
December 2
After much debugging, my single threaded implementation of genetic learning in the card game appears to work. It's still pretty ugly, you have to recompile it to give it new parameters, and the code is a little hard to parse. I'll need to go back later and spruce it up a bit. While I've started work on a multithreaded implementation, I'm questioning how practical it is to spend time on threading instead of more productive work.
December 1
I've finished coding up my genetic algorithm for playing the card game. It now compiles, but doesn't execute. I'm debating how feasible it is to get it fully functional as the paper due date looms closer. I have as such at least partially switched focus to the paper and worked an outline. I'm debating whether to include my minmax implementation into the paper as I did spend a good chunk of time working on it, but it's pretty tangential to my actual project. As of right now I'm including it.
November 29
I've spent most of today thinking about the actual implementation of the genetic algorithm, and laid out the stubs and extensions that are needed to retrofit my minmax to become genetic. Hopefully I got all the math right.
November 26
Met with Jim, laid out a fairly exhaustive species representation for the game. Still need to get the dumps from minmax, should be easy but didn't get around to it today. My goal this week is to clear out all of my other work by Friday so that I can spend the remainder of the semester more or less focusing solely on my project.
November 25
Back from break. Over break I thought a lot about ways to express policies for the game genetically, I'm still working on a way to condense the information down so that meaningful progress is more likely to happen during cross-over and mutation. For the fitness function I decided it would be best to use a static policy that plays within random parameters. For example a policy that always plays a card within 10% of the value of the flop (if possible). Still, the biggest hurdle is creating the blueprints for the species.
November 13
I've written up a crude Gant(?) chart stating what I need to do, first I need to get this minmax working correctly with output on the double. I've been spending probably too much time on other projects. Also at the same time I need to look more into data formats that are compatible with genetic algorithms.
November 7
- Got an implementation of minmax working, except that it's not minmax. Going to change the structure to relfect minmax.
November 3
- Continued work on Minmax
- Created my project page
October 31
Switched to a Wiki format from text file
October 30
Continued work on Minmax
October 29
Began work coding Minmax, basic framework laid out Began outline of Paper.
October 28
Looked a bit at the other students logs, mine looks really bad in comparison...I need to get this to wrap properly.
October 27
Continued reading new research, comparitivly I'm finding the chess based readings a little dry.
October 26
Read up on some research conducted yesterday, An interesting article regarding believable AI in games found (VS actually intelligent AI). Talked about giving AI human-like limitation. Got me thinking about whether it would be possible to train a learning AI about a game merely by giving it large amounts of replay data from games and letting it reason strategies and tactics by matching already seen environments. This is counter to letting the AI actually play out the game. Perhaps I'm just talking about training data and not relizing it.
October 25
Did some additional research that is more focused on what I want to do, finding research on AI and machine learning as applied to strategy games. Most of them pertain to chess, in a non-brute force method.