首页> 外文会议>Asia-Pacific conference on simulated evolution and learning >Evolving Logic Programs to Classify Chess-Endgame Positions
【24h】

Evolving Logic Programs to Classify Chess-Endgame Positions

机译:不断发展的逻辑程序以对国际象棋终端职位进行分类

获取原文

摘要

In this paper, an algorithm is presented for learning concept classification rules. It is a hybrid between evolutionary computing and inductive logic programming (ILP). Given input of positive and negative examples, the algorithm constructs a logic program to classify these examples. The algorithm has several attractive features including the ability to explicitly use background (user-supplied) knowledge and to produce comprehensible output. We present results of using the algorithm to tackle the chess-endgame problem (KRK). The results show that using fitness proportionate selection to bias the population of ILP learners does not significantly increase classification accuracy. However, when rules are exchanged at intermediate stages in learning, in a manner similar to crossover in Genetic Programming, the predictive accuracy is frequently improved.
机译:本文提出了一种算法,用于学习概念分类规则。它是进化计算和归纳逻辑编程(ILP)之间的混合动力。给定正面和否定示例的输入,该算法构造逻辑程序以对这些示例进行分类。该算法具有几个有吸引力的特征,包括明确使用背景(用户提供的)知识并产生可综合的输出的能力。我们呈现使用该算法解决国际象棋终端名问题(KRK)的结果。结果表明,使用健身比例选择偏离ILP学习者的人口不会显着提高分类准确性。然而,当在学习中的中间阶段交换规则时,以类似于遗传编程中的交叉的方式,通常改善预测精度。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号