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Fingerprinting: Visualization and Automatic Analysis of Prisoner's Dilemma Strategies
 

Summary: Fingerprinting: Visualization and Automatic
Analysis of Prisoner's Dilemma Strategies
Daniel Ashlock
Mathematics and Statistics
University of Guelph,
Guelph, Ontario
Canada N1G 2W1
danwell@iastate.edu
Eun-Youn Kim
National Institute For Mathematical Sciences
385-16, Doryong-dong,
Yuseong-gu, DaeJeon 305-340,
South Korea
eunykim@nims.re.kr
Abstract-- Fingerprinting is a technique for generating a
representation-independent functional signature for a game play-
ing agent. Fingerprints can be used to compare agents across
representations in an automatic fashion. The theory of finger-
prints is developed for software agents that play the iterated
prisoner's dilemma. Examples of the technique for computing

  

Source: Ashlock, Dan - Department of Mathematics and Statistics, University of Guelph

 

Collections: Mathematics