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dc.contributor.authorIanta, Alexandru
dc.date.accessioned2021-04-27T16:24:15Z
dc.date.available2021-04-27T16:24:15Z
dc.date.issued2021-04-27T16:24:15Z
dc.identifier.urihttp://hdl.handle.net/10222/80428
dc.description.abstractTangled program graphs provides a framework for constructing modular genetic programming solutions to visual reinforcement learning tasks. In order to guard against the development of cycles within the resulting graph, and therefore introduce the halting problem, a traversal strategy forbidding the revisiting of vertices was originally assumed. In this thesis an alternative traversal strategy wherein vertex revisits are allowed but edge revisits are not is explored. An empirical study is performed using 20 game titles from the Arcade Learning Environment in order to assess the relative impact of the different traversal strategies on the resulting agent behaviours and underlying graph characteristics. Ultimately both strategies appear to result in behaviours that are statistically very similar. The most notable differences appear in distributions of actions used to reach the same performance.en_US
dc.language.isoen_USen_US
dc.subjectTangled Program Graphsen_US
dc.subjectReinforcement Learningen_US
dc.subjectScalable Researchen_US
dc.subjectGenetic Programmingen_US
dc.subjectArcade Learning Environmenten_US
dc.subjectAtarien_US
dc.titleA Comparison of Traversal Strategies for Tangled Program Graphs under the Arcade Learning Environmenten_US
dc.date.defence2021-04-21
dc.contributor.departmentFaculty of Computer Scienceen_US
dc.contributor.degreeMaster of Computer Scienceen_US
dc.contributor.external-examinern/aen_US
dc.contributor.graduate-coordinatorProf. Evangelos Miliosen_US
dc.contributor.thesis-readerDr. Andrew McIntyreen_US
dc.contributor.thesis-readerDr. Garnet Wilsonen_US
dc.contributor.thesis-supervisorDr. Malcolm Heywooden_US
dc.contributor.ethics-approvalNot Applicableen_US
dc.contributor.manuscriptsNot Applicableen_US
dc.contributor.copyright-releaseNot Applicableen_US
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