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Genetic algorithm to create amoeba game

  1. Sep 11, 2010 #1
    I created an amoeba game where you can play against the computer. The AI searches for patterns such as "xxxxx", "oxxxxo", (as in 5-in-a-row, and 4 in a row with both sides open), and the rest (a total of 28 patterns) I could think of that lead the way to putting 5 marks in a row. Each pattern has a value, and the AI scores each possible square based on the patterns that meet there.
    The problem of course is what should the value of each pattern be?
    I tried to create a genetic algorithm to help me get the best values, but I don't think I quite succeeded... What I am doing is having two versions run against each other 2 times, each starting once; and if one wins both, it's the "main" version that get's mutated. Then I repeat.

    I'm not sure about my mutations process. Right now I'm just adding random numbers up to 100 to certain pattern values. I also tried having random values get multiplied by a random number from 0.5 to 1.5.

    Any suggestions on how to implement the genetic algorithm or how to make this work would be very much appreciated:)


    PS: the program is written in freebasic: http://www.mediafire.com/?mpk4vsxyekby7g6" [Broken]
    "Amoeba" folder contains a playable version, while "genetic amoeba" folder is the one that searches for the best combination of pattern values. In both folder "amoeba.bas" is the main file.
    Last edited by a moderator: May 4, 2017
  2. jcsd
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