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.: M. Sc. Research & Thesis :.


Current Computer Science Master's Research @ WSU (2009), titled:


"L-CAPS: Integrating Cultural Algorithms into a 3D Virtual World"


ABSTRACT:

Cultural algorithms (CA) provide a vehicle for modeling social evolution and learning. It does so by evaluating generations of agent populations within an environment suitable for learning over a temporal span. The agent Population Space maintains a Belief Space. The current generation contributes to the Belief Space, and future generations are influenced by it. The Belief Space represents the culture of the population, and is formed through information in five different knowledge sources. This paper presents the “ Land Bridge – Cultural Algorithms Program Simulation”

(L-CAPS), a system utilizing a population of program instances running in the Cultural Algorithm paradigm. Each program instance is considered an agent within the CA paradigm, and each program instance executes a self-contained virtual world initialized with normative parameters maintained in the population's Belief Space. The virtual world belonging to each resident program instance simulates the same real world location: the Lake Stanley Land Bridge, an underwater area anthropologically surveyed for the first time. The L-CAPS design provides an interface to evaluate the fitness over the lifetime of any program instance belonging to a CA. The author suggests the L-CAPS framework represents a crucial first step to theorizing formal methodologies for using CA for more general game designs.

Cultural algorithms operate within a segment of artificial intelligence known as Evolutionary Computation (EC). Research in applying EC to game agents has seen a significant increase in the last two decades. EC research efforts contribute to understanding ways game agents can evolve, learn and adapt to the presence of hidden information in games. The evolving agents in our game are program instances, grouped into populations, over successive generations. The CA component used by the L-CAPS framework represents an EC design mechanism not yet seen within a modern game simulation.