Computational Intelligence - February 2017 - 51
Table 1 Summary of LCS Literature on Games.
reF
YOP
TOg
Sub-CaT
NOg
TOlCS
[58], [94]
1995
STrATegy
reSTriCTed gAmeS
ring gAme
CS-1
STrATegy
non-CooperATive gAmeS
eleCTriCiTy mArKeT
XCS
[97]
[99]
2001
STrATegy
non-SequenTiAl,
non-CooperATive
iTerATed priSoner'S dilemmA
CS-1
[29]
2002
STrATegy
minoriTy
el FArol BAr
ZCS
[60]-[62]
2002
role plAying
mmorpg
ryZom
mHiCS
[66]
2003
role plAying
mulTi-AgenT
roBoCup
XCS
[73]
2003
role plAying
mulTi-AgenT
TAnK BATTle
ZCS
[90]
2003
SimulATion
eduCATion, poliCy
BuSineSS SimulATor
XCS
[82], [83]
2005
ComBinAToriAl
BoArd
ConneCT4
XCS
[86]
2005
STrATegy
vAriouS
nim, ipd, mATriX CHoiCe
XCS
[68]-[72]
2005
role plAying
mulTi-AgenT
roBoSoCCer
XCS
[63]
2006
role plAying
Single-AgenT
v-mAn
XCS
[106]
2007
STrATegy
non-SequenTiAl,
non-CooperATive
priSoner'S dilemmA
CS-1
[74], [75]
2008
role plAying
Single-AgenT
WArguS
XCS
[76]
2009
role plAying
Single-AgenT
unreAl TournAmenT
piTTSBurgH-STyle
[107]
2010
STrATegy
SequenTiAl, non-CooperATive
ulTimATum gAme
CS-1
[77]
2010
role plAying
mulTi-AgenT
roBoCode
XCS
[81]
2010
role plAying
Single-AgenT
pAC-mAn
oCS
[88]
2011
ComBinAToriAl
BoArd
doTS And BoXeS
ArCS
[78]
2011
role plAying
Single-AgenT
BATTle gAme
ZCS
[91]
2011
lAnguAge gAme
lAnguAge gAme
XCS
[104]
2013
STrATegy
minoriTy
mulTi eFB
XCS
[80]
2013
role plAying
Single-AgenT
BATTleSHip
XCS
[92]
2014
SimulATion
poliCy
SToCK mArKeT
XCS
[64]
2015
role plAying
Single-AgenT
Air-ComBAT
edS
legend: yop=year of publication; Tog=Type of game; SuB-CAT=Sub-category of game; nog=name of game; TolCS = Type of lCS.
which LCS is applied; names of games;
and types of LCS used to model agents
in these games. The earliest application
of LCS to games occurred in the mid
1990s. The initial studies mostly used
Holland's CS-1 in their models. Later,
the focus shifted to the use of XCS,
which became the most frequently and
successfully used classifier system in this
literature. However, the original LCS
models continue to be used to this day.
A key feature that has been highlighted by this survey is the flexibility of
LCS, which allows modeling, both simple as well as meta-learning agent architectures, under the same framework.
This powerful feature can be leveraged
in scaling LCS to higher-fidelity and
more complex game environments. The
methods used to represent the interfacing environments, or the type of input
to the system, and encoding classifiers
seemed to play a significant role in the
performance of LCS-based agents.
While binary encoding was the dominant method used in the reviewed
approaches, this could be limiting in
providing adequate control resolution
and the range of behaviors that the
agents could exhibit. The use of real-valued [109], [110] or other types of
encoding [111], [112] could be explored,
with consideration given to their own
costs [113].
Most of the reviewed works were
published in conferences or workshops.
A major shortcoming of most publications was that they did not provide
important implementation details for
non-LCS users, making it harder to
adopt LCS for games outside the LCS
research community. The availability of
online source codes for specific LCSbased game agent implementations could
help improve the visibility of these
approaches, as well as their acceptance by
the wider research community. Many of
the reviewed works did not provide a
deep analysis of the system and its performance, especially for more complex
system implementations, such as MHiCS.
Therefore, the development of analysis
tools for game environments is another
important research direction in this field.
FEbruary 2017 | IEEE ComputatIonal IntEllIgEnCE magazInE
51
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