Philipp Rohlfshagen
University of Essex
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Publication
Featured researches published by Philipp Rohlfshagen.
IEEE Transactions on Computational Intelligence and Ai in Games | 2012
Cameron Browne; Edward Jack Powley; Daniel Whitehouse; Simon M. Lucas; Peter I. Cowling; Philipp Rohlfshagen; Stephen Tavener; Diego Perez; Spyridon Samothrakis; Simon Colton
Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithms derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work.
congress on evolutionary computation | 2011
Philipp Rohlfshagen; Simon M. Lucas
Games provide an ideal test bed for computational intelligence and significant progress has been made in recent years, most notably in games such as Go, where the level of play is now competitive with expert human play on smaller boards. Recently, a significantly more complex class of games has received increasing attention: real-time video games. These games pose many new challenges, including strict time constraints, simultaneous moves and open-endedness. Unlike in traditional board games, computational play is generally unable to compete with human players. One driving force in improving the overall performance of artificial intelligence players are game competitions where practitioners may evaluate and compare their methods against those submitted by others and possibly human players as well. In this paper we introduce a new competition based on the popular arcade video game Ms Pac-Man: Ms Pac-Man versus Ghost Team. The competition, to be held at the Congress on Evolutionary Computation 2011 for the first time, allows participants to develop controllers for either the Ms Pac-Man agent or for the Ghost Team and unlike previous Ms Pac-Man competitions that relied on screen capture, the players now interface directly with the game engine. In this paper we introduce the competition, including a review of previous work as well as a discussion of several aspects regarding the setting up of the game competition itself.
genetic and evolutionary computation conference | 2009
Philipp Rohlfshagen; Per Kristian Lehre; Xin Yao
In this paper, we rigorously analyse how the magnitude and frequency of change may affect the performance of the algorithm (1+1) EA<sub>dyn</sub> on a set of artificially designed pseudo-Boolean functions, given a simple but well-defined dynamic framework. We demonstrate some counter-intuitive scenarios that allow us to gain a better understanding of how the dynamics of a function may affect the runtime of an algorithm. In particular, we present the function Magnitude, where the time it takes for the (1+1) EA<sub>dyn</sub> to relocate the global optimum is less than <i>n</i><sup>2</sup>log <i>n</i> (i.e., efficient) with overwhelming probability if the magnitude of change is large. For small changes of magnitude, on the other hand, the expected time to relocate the global optimum is e<sup>Ω(<i>n</i>)</sup> (i.e., highly inefficient). Similarly, the expected runtime of the (1+1) EA<sub>dyn</sub> on the function Balance is <i>O</i>(<i>n</i><sup>2</sup>) (efficient) for a high frequencies of change and n<sup>Ω(√<i>n</i>)</sup> (highly inefficient) for low frequencies of change. These results contribute towards a better understanding of dynamic optimisation problems in general and show how traditional analytical methods may be applied in the dynamic case.
systems man and cybernetics | 2011
Lining Xing; Philipp Rohlfshagen; Yingwu Chen; Xin Yao
The capacitated arc routing problem (CARP) is representative of numerous practical applications, and in order to widen its scope, we consider an extended version of this problem that entails both total service time and fixed investment costs. We subsequently propose a hybrid ant colony optimization (ACO) algorithm (HACOA) to solve instances of the extended CARP. This approach is characterized by the exploitation of heuristic information, adaptive parameters, and local optimization techniques: Two kinds of heuristic information, arc cluster information and arc priority information, are obtained continuously from the solutions sampled to guide the subsequent optimization process. The adaptive parameters ease the burden of choosing initial values and facilitate improved and more robust results. Finally, local optimization, based on the two-opt heuristic, is employed to improve the overall performance of the proposed algorithm. The resulting HACOA is tested on four sets of benchmark problems containing a total of 87 instances with up to 140 nodes and 380 arcs. In order to evaluate the effectiveness of the proposed method, some existing capacitated arc routing heuristics are extended to cope with the extended version of this problem; the experimental results indicate that the proposed ACO method outperforms these heuristics.
IEEE Transactions on Evolutionary Computation | 2010
Lining Xing; Philipp Rohlfshagen; Yingwu Chen; Xin Yao
The capacitated arc routing problem (CARP) is a challenging vehicle routing problem with numerous real world applications. In this paper, an extended version of CARP, the multidepot capacitated arc routing problem (MCARP), is presented to tackle practical requirements. Existing CARP heuristics are extended to cope with MCARP and are integrated into a novel evolutionary framework: the initial population is constructed either by random generation, the extended random path-scanning heuristic, or the extended random Ulusoys heuristic. Subsequently, multiple distinct operators are employed to perform selection, crossover, and mutation. Finally, the partial replacement procedure is implemented to maintain population diversity. The proposed evolutionary approach (EA) is primarily characterized by the exploitation of attributes found in near-optimal MCARP solutions that are obtained throughout the execution of the algorithm. Two techniques are employed toward this end: the performance information of an operator is applied to select from a range of operators for selection, crossover, and mutation. Furthermore, the arc assignment priority information is employed to determine promising positions along the genome for operations of crossover and mutation. The EA is evaluated on 107 instances with up to 140 nodes and 380 arcs. The experimental results suggest that the integrated evolutionary framework significantly outperforms these individual extended heuristics.
congress on evolutionary computation | 2012
Diego Perez; Philipp Rohlfshagen; Simon M. Lucas
Numerous competitions have emerged in recent years that allow researchers to evaluate their algorithms on a variety of real-time video games with different degrees of complexity. These competitions, which vary from classical arcade games like Ms Pac-Man to racing simulations (Torcs) and realtime strategy games (StarCraft), are essential to establish a uniform testbed that allows practitioners to refine their algorithms over time. In this paper we propose a new competition to be held for the first time at WCCI 2012: the Physical Travelling Salesman Problem is an open-ended single-player real-time game that removes some of the complexities evident in other video games while preserving some of the most fundamental challenges. This paper motivates and outlines the PTSP and discusses in detail the framework of the competition, including software interfaces, parameter settings, rules and details of submission.
IEEE Transactions on Computational Intelligence and Ai in Games | 2014
Diego Perez; Edward Jack Powley; Daniel Whitehouse; Philipp Rohlfshagen; Spyridon Samothrakis; Peter I. Cowling; Simon M. Lucas
This paper presents a number of approaches for solving a real-time game consisting of a ship that must visit a number of waypoints scattered around a 2-D maze full of obstacles. The game, the Physical Traveling Salesman Problem (PTSP), which featured in two IEEE conference competitions during 2012, provides a good balance between long-term planning (finding the optimal sequence of waypoints to visit), and short-term planning (driving the ship in the maze). This paper focuses on the algorithm that won both PTSP competitions: it takes advantage of the physics of the game to calculate the optimal order of waypoints, and it employs Monte Carlo tree search (MCTS) to drive the ship. The algorithm uses repetitions of actions (macro actions) to reduce the search space for navigation. Variations of this algorithm are presented and analyzed, in order to understand the strength of each one of its constituents and to comprehend what makes such an approach the best controller found so far for the PTSP.
genetic and evolutionary computation conference | 2013
Diego Perez; Spyridon Samothrakis; Simon M. Lucas; Philipp Rohlfshagen
In real-time games, agents have limited time to respond to environmental cues. This requires either a policy defined up-front or, if one has access to a generative model, a very efficient rolling horizon search. In this paper, different search techniques are compared in a simple, yet interesting, real-time game known as the Physical Travelling Salesman Problem (PTSP).We introduce a rolling horizon version of a simple evolutionary algorithm that handles macro-actions and compare it against Monte Carlo Tree Search (MCTS), an approach known to perform well in practice, as well as random search. The experimental setup employs a variety of settings for both the action space of the agent as well as the algorithms used. We show that MCTS is able to handle very fine-grained searches whereas evolution performs better as we move to coarser-grained actions; the choice of algorithm becomes irrelevant if the actions are even more coarse-grained. We conclude that evolutionary algorithms can be a viable and competitive alternative to MCTS.
parallel problem solving from nature | 2010
James M. Whitacre; Philipp Rohlfshagen; Axel Bender; Xin Yao
It has been proposed that degeneracy plays a fundamental role in biological evolution by facilitating robustness and adaptation within heterogeneous and time-variant environments. Degeneracy occurs whenever structurally distinct agents display similar functions within some contexts but unique functions in others. In order to test the broader applicability of this hypothesis, especially to the field of evolutionary dynamic optimisation, we evolve multi-agent systems (MAS) in time-variant environments and investigate how degeneracy amongst agents influences the systems robustness and evolvability. We find that degeneracy freely emerges within our framework, leading to MAS architectures that are robust towards a set of similar environments and quickly adaptable to large environmental changes. Detailed supplementary experiments, aimed particularly at the scaling behaviour of these results, demonstrate a broad range of validity for our findings and suggest that important general distinctions may exist between evolution in degenerate and non-degenerate agent-based systems.
genetic and evolutionary computation conference | 2007
Philipp Rohlfshagen; John A. Bullinaria
A novel evolutionary approach for the bin packing problem (BPP) is presented. A simple steady-state genetic algorithm is developed that produces results comparable to other approaches in the literature, without the need for any additional heuristics. The algorithms design makes maximum use of the principle of natural selection to evolve valid solutions without the explicit need to verify constraint violations. Our algorithm is based upon a biologically inspired group encoding which allows for a modularisation of the search space in which individual sub-solutions may be assigned independent cost values. These values are subsequently utilised in a crossover event modelled on the theory of exon shuffling to produce a single offspring that inherits the most promising segments from its parents. The algorithm is tested on a set of hard benchmark problems and the results indicate that the method has a very high degree of accuracy and reliability compared to other approaches in the literature.