Adaptive learning of hypergame situations using a genetic algorithm.
Utomo Sarjono PutroKyoichi KijimaShingo TakahashiPublished in: IEEE Trans. Syst. Man Cybern. Part A (2000)
Keyphrases
- adaptive learning
- genetic algorithm
- knowledge level
- neural network
- learning objects
- fuzzy classifier
- learning environment
- genetic algorithm ga
- e learning
- multi objective
- fitness function
- fuzzy logic
- wavelet neural network
- reinforcement learning
- evolutionary algorithm
- general purpose
- case study
- learning activities
- learning resources
- information retrieval
- databases