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  • 2.

    If an agent touches an opposing agent on its home side, the opposing agent is teleported to a jail on the home side and cannot play until freed

  • 3.

    An agent that touches the opposing flag moves that flag. If the agent moves the flag to its own side, it wins the game for that side

  • 4.

    An agent that touches the jail on the opposing side frees all agents in that jail

The interesting aspects to the game derive from the limited intelligence of the agents themselves; in particular, as mentioned previously, they cannot see the entire board, and cannot depend on the flag (goal) having a fixed location.

Figure 14: breve Capture the Flag

Due to the length of the source code and size of the simulation, results will not be explicitly included in this paper, but the source code is freely available. [31]

Capture the Flag showcases the challenges and limits of traditional agent-based rules for governing behavior. In particular, the agents cannot self-modify their behavior, and react with a fixed strategy every time. So how does one introduce efficient, self-modification in agents?

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