Our paper “Tree depth influence in Genetic Programming for generation of competitive agents for RTS games” has been accepted in Evostar 2014 conference, that will be held in Granada. In this paper we propose a GP algorithm to create bots that play Planet Wars game. The generated bots outperform previous available bots in the literature, and not human knowledge has been used to model them. The source code of the operators used is in this folder of github.
This work presents the results obtained from comparing different tree depths in a Genetic Programming Algorithm to create agents that play the Planet Wars game. Three different maximum levels of the tree have been used (3, 7 and Unlimited) and two bots available in the literature, based on human expertise, and optimized by a Genetic Algorithm have been used for training and comparison. Results show that in average, the bots obtained using our method equal or outperform the previous ones, being the maximum depth of the tree a relevant parameter for the algorithm.
Draft is available here.
GitHub is growing as an important web-hosting site for open source projects, being the most popular source code forge (more than Sourceforge and Google Code). It facilitates the duplication of existing repositories (there is not mandatory to be a project contributor to add changes, thanks to the pull-request tool), and integration with other development applications.
That is the reason we have migrated from Sourceforge to Github (appart from some bad practices of SF). The migration has been performed using svn2git tool, keeping all the previous commits, and mapping the Sourceforge users to Github users.
Check it out the repository in https://github.com/fergunet/osgiliath
And remember, fork me in github!
Although it is not based with OSGiLiath I’m happy to announce we have just published the next paper:
Castillo, P. A., García-Sánchez, P., Arenas, M. G., Mora, A. M., Romero, G., & Merelo, J. J. (2013). Using SOAP and REST web services as communication protocol for distributed evolutionary computation. INTERNATIONAL JOURNAL OF COMPUTERS & TECHNOLOGY, 10(6), 1659-1677.
Designing heterogeneous distributed systems requires of the use of tools that facilitate the deployment and the interaction between platforms. In this paper we propose using Simple Object Access Protocol (SOAP) and REpresentational State Transfer (REST), two main approaches for creating applications based on distributed services, for distributed computation. Our aim is to demonstrate how they could be used to develop evolution- ary computation systems on heterogeneous platforms, taking advantage of their ability to deal with heterogeneous infrastructures and environments, and giving support for parallel implementations with a high platform flexibility. Both approaches are different and present some advantages and disadvantages for interfacing to web services: SOAP is conceptually more difficult (has a steeper learning curve) and more ”heavy-weight” than REST, although it lacks of standards support for security. The results obtained on different experiments have shown that both SOAP and REST can be used as communication protocol for distributed evolutionary computation. Results obtained are comparable, however for large amounts of data (big messages), REST communications take longer than SOAP communications.
You can download the paper from here.
One of my firsts publications was also related with distributed Evolutionary Algorithms in heterogeneous devices. My final degree project was a framework (called Ulfsark) to easily communicate between mobile phones. Before iOS and Android it was a darker time where each mobile brand has his own Bluetooth stack, so this work wasn’t except of difficulty!
This work presents a Java framework which allows to implement easily connectivity applications via Bluetooth. Nowadays it is difficult to program Bluetooth devices, so it is necessary to use a high-level Application Programming Interface (API) to make easy the creation of applications in Java ME and Java SE platforms, the most extended ones. As a solution we show the development of a distributed computing environment using a layered, client-server, and event-based with asynchronous communication architecture. In addition we solve two well-known evolutionary computation problems (the Traveler Salesman Problem and the Wave Function Problem), as an example of use.
You can download the draft from here: Pervasive evolutionary algorithms on mobile devices.
This week several members of Geneura group and ANYSELF project are attending to GECCO 2013 conference in Amsterdam. I’ve presented two papers related with OSGiLiath:
The first one, entitled Developing Services in a Service Oriented Architecture for Evolutionary Algorithms has been presented inside the EvoSoft workshop. It is a more technical continuation of the work “Service Oriented Evolutionary Algorithms“. Here is the abstract:
This paper shows the design and implementation of services for Evolutionary Computation in the Service Oriented Architecture paradigm. This paradigm allows independence in language and distribution, but the development requires to manage some technological and design issues, such as abstract design or unordered execution. To solve them, OSGiLiath, an implementation of an abstract Service Oriented Architecture for Evolutionary Algorithms, is used to develop new interoperable services taking into account these restrictions.
And here the presentation:
I also have presented the work “A Service Oriented Architecture for EAs: applications and first results” in the GECCO Student Workshop, where a doctoral consortium discussed with me about the actual state of my thesis.
This paper shows the stage of development of a Service Oriented Architecture for Evolutionary Algorithms and the first results obtained in two different areas.
The abstract architecture is presented, with its assocciated implementation using a widely used technology. Results attained in experiments with parameter adaptation in distributed heterogeneous machines are presented and the usage of the architecture in
Evolutionary Art is also applied.
Finally, I tried to use an interactive poster in the poster session using post-its to represent services and implementations, but they fell every 10 seconds as leaves in autumn.
Yesterday, it was the final of the local edition of the Spanish Universitary Free Software Contest and OSGiLiath was awarded with an accesit : )
The winner of the event was Zomblind, an awesome game for blind people. Participating in the contest has helped to improve the framework (as I explained in previous posts), and the experience worth it.
I made a presentation to show the other participants and the public the improvements of the project during the months of the contest.
The national final will be soon, so stay tuned!
The README file has just been added to the project repository, and it also added in this web to be consulted online in the About page. It summarizes some useful information about the project, to centralize the most important information of OSGiLiath, such as download, tutorials, components and License (and also the list of contributors!). Check it out, here.