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AI Projects
This is a collection of programs I've written relating to the fields of Artifical Intelligence and Genetic Programming.

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FanG v1.2 (download - 1.06mb)
FanG is a variation of the Fandango boardgame using Genetic Algorithms to evolve players. Each player moves one stone at a time from point to point along the pathlines. If you move a piece toward an enemy stone, touching it (one point away), it is "attacked" and removed from the board.  You can also perform a "retreat attack" when next to an enemy stone by jumping away from it in the opposite direction. The last player standing wins.

The program uses a genetic algorithm as a computer opponent, and includes a Genetics Lab to grow new and more difficult AI.

Genetic programming is a method in which a population of randomly created programs evolve over time to solve a particular task or reach a solution.  These programs compete against each other to solve the task, with the most successful  programs being rewarded while the less successful programs are removed.




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Program History

Nov.98           Initial Release
Program posted in a relatively finished state. Not very friendly to the eye, and still contained a few bugs.

Feb.99           Release 1.11
- Added some descriptions to the panels.
- Added the ability to save settings in the Genetics Lab.
- Added the ability to trim a percentage of the pool.


Mar.99           Release 1.12
- Can now process only a portion of the entire population each  generation. This speeds up the evolutionary process a tad.
- Recompiled in VB6, speeding the whole program up quite a bit.
- Included the board editor.


Aug.99           Release 1.2
- Added tools for partition interaction.
- Included the debug screen, though I don't know why anyone would  want to use it. Good luck if you do.
- Fixed a problem with food distribution following a trial.
- Fixed several minor annoyances.
- Added support for custom board graphics (skins).

 

 

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To replace those programs that have been removed, new programs are generated by taking cross sections of the most fit programs in the population, thereby insuring that whatever the good programs were doing might be carried over into the newly created "children"

Over time, the entire population moves toward an optimal solution to the problem. In this case, the task is a computer opponent that learns how to effectively play the boardgame. Give it a try.

Note: This program requires msvbvm60.dll

 




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