What is Tron?
    An experiment in Online Machine Learning
    With every mistake we must surely be
	learning
      
G. Harrison
      
    
 Genetic Programming
    Genetic programming is a computer learning method that
       imitates nature's selection process to lead a population of
      computer programs towards improving levels of performance.
    
Tron
    Tron is a dynamic game, difficult for computers to learn. 
      Playing against itself a computer might believe that is doing a
      good job when it is not, because it lacks a parameter (ie, a
      really good player) to compare.
      
This experiment
    In this experiment, we have put a genetic learning algorithm
      online. A "background" GA generates players by having the
      computer play itself. A "foreground" GA leads the evolutionary
      process, evaluating players by their performance against real
      people. 
      
Your participation
    Every time you play a game you incorporate a new tiny bit of
      information into our genetic algorithm. Hopefully, in the
      following few months, the computer may come up with smarter
      opponents than it had in the beginning. 
     Slide Show 
    
 
      Publications about this project
- 
 Funes, Pablo and
 Pollack, Jordan B.
(2000). 
 Measuring Progress in Coevolutionary Competition.
 From Animals to Animats 6: Proceedings of the Sixth International
Conference on the Simulation of Adaptive Behavior.  MIT Press.
 - 
 Sklar, Elizabeth,
 Blair, Alan D. ,
 Funes, Pablo and
 Pollack, Jordan
(1999). 
 Training Intelligent Agents using Human Internet Data .
 IAT-99.
(to appear).
 - 
 Funes, P.,
 Sklar, E.,
 Juillé, H. and
 Pollack, J.
(1998). 
 Animal-Animat Coevolution: Using the Animal Population as Fitness Function.
 
Pfeifer, R. et. al. (eds.) 
From Animals to Animats 5: 
Proceedings of the Fifth International
Conference on Simulation of Adaptive Behavior 
. MIT Press. pp 525-533.
	    
	   
 - 
 Blair, Alan D. ,
 Sklar, Elizabeth and
 Funes, Pablo
(1998). 
 Co-evolution, Determinism and Robustness.
 In Simulated Evolution and Learning (SEAL-98).
Lecture Notes in Artificial Intelligence 1585.
Bob McKay, Xin Yao, Charles S. Newton, Jong-Hwan Kim, Takeshi Furahashi, eds.,
Springer-Verlag.
 - 
 Funes, P.,
 Sklar, E.,
 Juillé, H. and
 Pollack, J.
(1997). 
 The Internet as a Virtual Ecology: Coevolutionary Arms 
Races Between Human and Artificial Populations.
 Brandeis University Computer Science Technical Report CS-97-197.
 
    
  
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