<?xml version="1.0" encoding="UTF-8"?>
<XML><RECORDS>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Andre, D.</AUTHOR>
		<AUTHOR>Teller, A.</AUTHOR>
	</AUTHORS>
	<YEAR>1999</YEAR>
	<TITLE>Evolving Team Darwin United</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>M. Asada and H. Kitano</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Robocup-1998, Lecture Notes in Computer Science</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<PUBLISHER>Springer Verlag</PUBLISHER>
	<VOLUME>1604</VOLUME>
	<PAGES>346--351</PAGES>
	<TERTIARY_TITLE>Lecture Notes in Computer Science</TERTIARY_TITLE>
	<DATE>jul # " 1998"</DATE>
	<ISBN>3-540-66320-7</ISBN>
	<KEYWORDS>
		<KEYWORD>genetic</KEYWORD>
		<KEYWORD>algorithms,</KEYWORD>
		<KEYWORD>genetic</KEYWORD>
		<KEYWORD>programming</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>The RoboCup simulator competition is one of the most
                 challenging international proving grounds for
                 contemporary AI research. Exactly because of the high
                 level of complexity and a lack of reliable strategic
                 guidelines, the pervasive attitude has been that the
                 problem can most successfully be attacked by human
                 expertise, possibly assisted by some level of machine
                 learning. This led, in RoboCup'97, to a field of
                 simulator teams all of whose level and style of play
                 were heavily influenced by the human designers of those
                 teams. It is the thesis of our work that machine
                 learning, if given the opportunity to design (learn)
                 ``everything'' about how the simulator team operates,
                 can develop a competitive simulator team that solves
                 the problem using highly successful, if largely non-
                 human, styles of play. To this end, Darwin United is a
                 team of eleven players that have been evolved as a team
                 of coordinated agents in the RoboCup simulator. Each
                 agent is given a subset of the lowest level perceptual
                 inputs and must learn to execute series of the most
                 basic actions (turn, kick, dash) in order to
                 participate as a member of the team. This paper
                 presents our motivation, our approach, and the specific
                 construction of our team that created itself from
                 scratch.</ABSTRACT>
	<URL>http://www.cs.cmu.edu/afs/cs/usr/astro/public/papers/Teller_Astro.ps</URL>
</RECORD>
</RECORDS></XML>