Evolutionary computation is a powerful tool for developing computer games. Back-propagation neural network(BPNN) was proved to be a universal approximator and genetic algorithm(GA) a global searcher. The game of Tic-Tac-Toe, also known as Naughts and Crosses, is often used as a test bed for testing new AI algorithms. We tried to recognize the strategic fitness of a finished Tic-Tac-Toe game when the parameters, such as a sequence of moves, its game depth and result, are provided. To implement this, we've constructed an evolutionary model using GA with back-propagation NNs(GANN). The experimental results revealed that GANN, in the very long training time, converges very slowly; however, performance of recognizing the strategic fitness does not meet we expected and, further, increase of the population size does not significantly contribute to the performance of GANN.
Under the context of Stein's linear theory of stellar models, the luminosity-effective temperature relationship is derived for contracting pre-main sequence stars which are losing mass, according to the empirical formula, given by Reimers (1975). The effects of mass loss on their evolution are investigated by calculating evolutionary tracks of 1. 1.5M⊙ 1.5M⊙ , 5M⊙ 5M⊙ , and 10M⊙ 10M⊙ , stars. Our calculations reveal that the effects of mass loss show up in the radiative equilibrium stage of the evolution. It is found that an increase of mass loss rate leads to delay the onset of radiative equilibrium, thus resulting in under-luminous main sequence stars. It is also noted that the mass loss prolongs the pre-main sequence life time. Detailed results of the calculations are discussed.
Recently, The online role playing games (RPG) get into spotlight of worldwide game marketing area because of the rapid growth of high speed Internet environment during a decade. The almost online RPGs are made of campaign scenario that constructed in series. In this paper, we propose the Distributed Server Model for the Evolutionary Online RPGs which have series scenario (Campaign). In order to represents evolutionary online RPGs, We configure the online RPG server uniquely by means of one to one mapping between logical and physical game world. We also configure the game worlds using circular queue form to express the evolution of civilization by reconstruction of game world.