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Running along the edges of the screen is a strategy that easily creates confusion
in humans. A human player approaching the edge often finds it difficult to quickly
look at the other edge to plan ahead for what is going after emerging on the
other side. A wall along it is difficult to see. Agents on the other hand, are
immune to this strategy -- the border of the screen is invisible to them; their
sensors have no perception of borders, they don't really exist, being an artifact
of how the display was encoded for visual human input (fig. 3.35).
Figure 3.35:
Edging and Staircasing.
Here R. 5210008 shows the use of staircasing to produce a diagonal displacement
in a domain where only horizontal and vertical movements were originally defined.
Creating walls along the edges of the screen, as in this game, allows Tron agents
to exploit one human handicap: humans have trouble understanding the toroidal
topology where edges are connected. In this game the human attempted to go across
the border and crashed the wall that the agent had built (black=agent, gray=human).
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Next: Space Filling
Up: Emergent Behaviors
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Pablo Funes
2001-05-08