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Boltzmann machine generation of initial asset distributions

机译:Boltzmann机器产生初始资产分配

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Boltzmann machines have been used to solve a variety of combinatorial optimization problems. The use of simulated annealing allows the network to evolve into a state of maximum consensus (or minimum energy) corresponding to an optimal solution of the given problem. In this paper, Boltzmann machine neural networks (without learning) are used to generate initial configurations of assets for a generic game (e.g. chess). The desired distribution of playing pieces is subject to restrictions on the number of pieces (of several different types) that are present, as well as some preferences for the relative positions of the pieces. The rules implemented in the network allow for flexibility in assigning locations for available resources while the probabilistic nature of the network introduces a degree of variability in the solutions generated. The architecture of the network and a method for assigning the weights are described. Results are given for several different examples.
机译:Boltzmann机器已被用来解决各种组合优化问题。模拟退火的使用允许网络进化为对应于给定问题的最佳解决方案的最大共识(或最小能量)的状态。在本文中,Boltzmann机器神经网络(无需学习)用于为通用游戏(例如Chess)生成资产的初始配置。播放片的所需分布受到存在的碎片数(几种不同类型)的限制,以及对部件的相对位置的一些偏好。在网络中实现的规则允许灵活地为可用资源分配位置,而网络的概率性质在产生的解决方案中引入了一定程度的变化。描述了网络的架构和用于分配权重的方法。结果是几个不同的例子。

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