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An Introduction to Genetic Algorithms - Boente

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6.<br />

*<br />

c.<br />

d.<br />

a.<br />

b.<br />

Chapter 1: <strong>Genetic</strong> <strong>Algorithms</strong>: <strong>An</strong> Overview<br />

Turn off crossover (set pc = 0) and see how this affects the average best fitness reached and<br />

the average number of generations <strong>to</strong> reach the best fitness. Before doing these experiments, it<br />

might be helpful <strong>to</strong> read Axelrod 1987.<br />

Try varying the amount of memory of strategies in the population. For example, try a version<br />

in which each strategy remembers the four previous turns with each other player. How does<br />

this affect the GA's performance in finding high−quality strategies? (This is for the very<br />

ambitious.)<br />

See what happens when noise is added—i.e., when on each move each strategy has a small<br />

probability (e.g., 0.05) of giving the opposite of its intended answer. What kind of strategies<br />

evolve in this case? (This is for the even more ambitious.)<br />

Implement a GA <strong>to</strong> search for strategies <strong>to</strong> play the Iterated Prisoner's Dilemma as in<br />

computer exercise 5a, except now let the fitness of a strategy be its score in 100 games with<br />

TIT FOR TAT. Can the GA evolve strategies <strong>to</strong> beat TIT FOR TAT?<br />

Compare the GA's performance on finding strategies for the Iterated Prisoner's Dilemma with<br />

that of steepest−ascent hill climbing and with that of random−mutation hill climbing. Iterate<br />

the hill−climbing algorithms for 1000 steps (fitness−function evaluations). This is equal <strong>to</strong> the<br />

number of fitness−function evaluations performed by a GA with population size 20 run for 50<br />

generations. Do an analysis similar <strong>to</strong> that described in computer exercise 4.<br />

26

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