Towards an Architecture for A-life Agents
Computational Intelligence for Modelling, Control and Automation.
Vienna, Austria, 1999
Abstract
This paper looks at the combination of artificial life and more orthodox
AI techniques. We report on the application of hybrid agents, combining
Cellular Automata and goal-oriented processing, to the game of GO. GO currently
defeats orthodox AI techniques such as search for very obvious reasons.
GO has a high branching factor with approximately 10768 sequences of moves
in complex games; chess has a smaller state space with only 10120 possible
board positions. Apart from providing a novel approach to an interesting
application, this work feeds into a developing theory of agency and may
be useful for future (more mainstream) agent applications such as data
mining and loosely coupled intelligent decision support systems.