[LRUG] Battleships last night
David Salgado
david at digitalronin.com
Tue Oct 11 02:17:43 PDT 2011
Speaking of ship placement, I did build a little framework to allow me
to evolve a library of good starting configurations, from which the
bot picked randomly at the start of each game. It wasn't a very
sophisticated framework, and I only had an early iteration of my own
bot to evolve against, but it was a fun exercise.
D
On 11 October 2011 10:06, James Cumming <james.cumming at yahoo.co.uk> wrote:
> This is and interesting bit of research too. Would have been nice to have
> the time to build a player too.
>
>
> http://thevirtuosi.blogspot.com/2011/10/linear-theory-of-battleship.html
>
>
> James Cumming, CFA
> +44 7799 554468
> ________________________________
> From: Chris Lowis <chris.lowis at gmail.com>
> To: London Ruby Users Group <chat at lists.lrug.org>
> Sent: Tuesday, 11 October 2011, 9:57
> Subject: Re: [LRUG] Battleships last night
>
> I never found the time to implement a player, sadly, but I did really
> enjoying reading this paper:
>
> http://www.cores2.com/files/FinalResearchPaper.pdf
>
> In it the author describes a learning algorithm to optimise ship
> placement by learning from its opponent over the course of many games.
> I suspect that wouldn't have worked very well in a best of three match
> though.
>
> I also enjoyed the monte-carlo simulation approach to generating the
> ship placement - a little similar to Gunter.
>
> For the attacking strategy the paper describes a state-machine which
> again using a genetic algorithm to learn the best time to switch
> between states to effectively hunt and sink the enemy ships.
>
> It would be fun if the DRB server was left running and we could submit
> new or improved bots over time :)
>
> Cheers,
>
> Chris
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