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After taking an active interest in the use of GP for an AI in the game of Diplomacy, I have developed the Framework I think my AI will work under. An adaption of Sean Luke's SoccerSoftbots methodology. The main changes I am making are to the function set and the amount of GP trees. I found an explanation of distance calculations of varying polygons at: http://graphics.cs.ucdavis.edu/~okreylos/Private/AlgorithmCorner/PathFinding.html I envisage the calculations as CM^N where N is the number of nodes to iterate to. I also see the use of this matrix methodology to be equivalent to calculating Influence Maps with quasi-vectors (numbers with a 'direction'). I took it to mean the matrix could be written as a function: Matrix(f(a),x,y,z) where a = object of interest x = initial cost y = move cost (+-/*SQR f(y)) z = N Using the example from the link above could be written: Matrix(f(Polygon),0,1,11) Given this, I can construct 10 different matrix types as my Function Set. Each tree (program) that is executed results in a list of weight vectors. Multiple trees will be calculated at various times and compared. The lowest weight will determine the vector chosen. It is this need (methodologically speaking) to compare weights that requires multiple trees. My AI at the moment requires 11 trees. The 11 trees are broken into 3 groups. My breeding regime will be adapted such that only trees within groups can mate. I am uncertain if this is too many trees, nor if this particular method of Influence Mapping is too inefficient. Thus my question is whether anyone has specific information on the construction of Influence maps?
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