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Overview
Now that bosses have replaced droves of workers who would sit around on company time engaged in trivial pursuits with efficient and un- distractable machines, scientists are teaching the machines to play games as well. Contributors in computer science, artificial intelligence, game theory, military theory, and other fields explore such dimensions as whether machines should learn how to play games, a survey of the field, human learning in game playing, reinforcement learning and chess, comparison training of chess evaluation functions, a tutorial on Hoyle, acquiring go knowledge from game records, and learning to play strong poker. Annotation c. Book News, Inc., Portland, OR (booknews.com)
Product Details
ISBN-13: | 9781590330210 |
---|---|
Publisher: | Nova Science Publishers, Incorporated |
Publication date: | 09/01/2001 |
Series: | Advances in Computation Series |
Pages: | 298 |
Product dimensions: | 7.10(w) x 10.20(h) x 1.00(d) |
Table of Contents
1 | Should Machines Learn How to Play Games? | 1 |
1.1 | Motivation | 1 |
1.2 | Limitations of search | 4 |
1.3 | Merits of learning | 8 |
1.4 | Bon Voyage! | 10 |
2 | Machine Learning in Games: A Survey | 11 |
2.1 | Samuel's Legacy | 11 |
2.1.1 | Machine Learning | 13 |
2.1.2 | Game Playing | 13 |
2.1.3 | Chapter overview | 14 |
2.2 | Book Learning | 15 |
2.2.1 | Learning to choose opening variations | 15 |
2.2.2 | Learning to extend the opening book | 16 |
2.2.3 | Learning from mistakes | 17 |
2.2.4 | Learning from simulation | 19 |
2.3 | Learning Search Control | 19 |
2.4 | Evaluation Function Tuning | 21 |
2.4.1 | Supervised learning | 22 |
2.4.2 | Comparison training | 24 |
2.4.3 | Reinforcement learning | 28 |
2.4.4 | Temporal-difference learning | 30 |
2.4.5 | Issues for evaluation function learning | 33 |
2.5 | Learning Patterns and Plans | 41 |
2.5.1 | Advice-taking | 42 |
2.5.2 | Cognitive models | 43 |
2.5.3 | Pattern-based learning systems | 46 |
2.5.4 | Explanation-based learning | 48 |
2.5.5 | Pattern induction | 50 |
2.5.6 | Learning playing strategies | 53 |
2.6 | Opponent Modeling | 55 |
2.7 | Conclusion | 58 |
3 | Human Learning in Game Playing | 61 |
3.1 | Introduction | 61 |
3.2 | Research on memory and perception | 63 |
3.2.1 | Memory | 64 |
3.2.2 | Perception | 67 |
3.2.3 | Modeling experts' perception and memory: The chunking and template theories | 68 |
3.3 | Research on problem solving | 70 |
3.3.1 | De Groot's results | 71 |
3.3.2 | Theories and computer models of problem solving | 72 |
3.4 | Empirical studies of learning | 75 |
3.4.1 | Short-range learning | 76 |
3.4.2 | Medium-range learning | 77 |
3.4.3 | Long-range learning | 78 |
3.5 | Human and machine learning | 79 |
3.5.1 | How has human learning informed machine learning? | 79 |
3.5.2 | What does machine learning tell us about human learning? | 79 |
3.6 | Conclusions | 80 |
4 | Toward Opening Book Learning | 81 |
4.1 | Introduction | 81 |
4.2 | Basic Requirements | 82 |
4.3 | Choosing Book Moves | 83 |
4.4 | Book Extension | 84 |
4.5 | Implementation Aspects | 86 |
4.6 | Discussion and Enhancements | 87 |
4.7 | Outlook | 88 |
5 | Reinforcement Learning and Chess | 91 |
5.1 | Introduction | 91 |
5.2 | KnightCap | 94 |
5.2.1 | Board representation | 94 |
5.2.2 | Search algorithm | 95 |
5.2.3 | Null moves | 95 |
5.2.4 | Search extensions | 96 |
5.2.5 | Asymmetries | 96 |
5.2.6 | Transposition Tables | 96 |
5.2.7 | Move ordering | 97 |
5.2.8 | Parallel search | 97 |
5.2.9 | Evaluation function | 97 |
5.2.10 | Modification for TDLeaf([lambda]) | 98 |
5.3 | The TD([lambda]) algorithm applied to games | 100 |
5.4 | Minimax Search and TD([lambda]) | 102 |
5.5 | TDLeaf([lambda]) and Chess | 105 |
5.5.1 | Experiments with KnightCap | 105 |
5.5.2 | Discussion | 111 |
5.6 | Experiment with Backgammon | 113 |
5.6.1 | LGammon | 113 |
5.6.2 | Experiment with LGammon | 114 |
5.7 | Future Work | 115 |
5.8 | Conclusion | 115 |
6 | Comparison Training of Chess Evaluation Functions | 117 |
6.1 | Introduction | 117 |
6.2 | Comparison Training for Arbitrary-Depth Searches | 119 |
6.3 | Tuning the SCP evaluation function | 120 |
6.3.1 | Experimental details | 121 |
6.3.2 | Simple 1-ply training | 122 |
6.3.3 | Training with 1-ply search plus expansions | 123 |
6.4 | Tuning Deep Blue's evaluation function | 125 |
6.4.1 | Modified training algorithm | 126 |
6.4.2 | Effect on the Kasparov-Deep Blue rematch | 127 |
6.5 | Discussion | 129 |
7 | Feature Construction for Game Playing | 131 |
7.1 | Introduction | 131 |
7.2 | Evaluation Functions | 132 |
7.3 | Feature Overlap | 133 |
7.4 | Constructing Overlapping Features | 134 |
7.4.1 | Parameter tuning | 134 |
7.4.2 | Higher order expansion | 136 |
7.4.3 | Quasi-random methods | 138 |
7.4.4 | Knowledge derivation | 138 |
7.5 | Directions for Constructing Overlapping Features | 139 |
7.5.1 | Layered learning | 139 |
7.5.2 | Compression | 142 |
7.5.3 | Teachable systems | 143 |
7.6 | Discussion | 151 |
8 | Learning to Play Expertly: A Tutorial on Hoyle | 153 |
8.1 | Introduction | 153 |
8.2 | A Game-Playing Vocabulary | 154 |
8.3 | Underlying Principles | 156 |
8.3.1 | Useful knowledge | 157 |
8.3.2 | The Advisors | 159 |
8.3.3 | The architecture | 160 |
8.3.4 | Weight learning for voting | 164 |
8.4 | Perceptual Enhancement | 166 |
8.4.1 | Patterns | 167 |
8.4.2 | Zones | 168 |
8.5 | An Empirical Framework | 172 |
8.6 | Results | 173 |
8.7 | Conclusion: Why Hoyle Works | 176 |
9 | Acquisition of Go Knowledge from Game Records | 179 |
9.1 | Introduction | 179 |
9.1.1 | Purpose | 179 |
9.1.2 | Classification of Go Knowledge | 180 |
9.1.3 | Two Approaches | 181 |
9.2 | Rules Of Go | 181 |
9.3 | A Deductive Approach | 183 |
9.3.1 | System | 183 |
9.3.2 | Rule Acquisition | 186 |
9.4 | An Evolutionary Approach | 190 |
9.4.1 | Algorithm | 191 |
9.4.2 | Application to Tsume-Go | 196 |
9.5 | Conclusions | 202 |
10 | Honte, a Go-Playing Program Using Neural Nets | 205 |
10.1 | Introduction | 205 |
10.1.1 | Rules | 206 |
10.1.2 | Strength of programs | 207 |
10.2 | General Approach in Honte | 210 |
10.3 | Joseki Library | 212 |
10.4 | Shape Evaluating Neural Net | 212 |
10.5 | Alpha-Beta Search | 215 |
10.6 | Influence | 218 |
10.7 | Neural Nets Evaluating Safety and Territory | 218 |
10.8 | Evaluation of Honte | 220 |
10.9 | Conclusions | 223 |
11 | Learning to Play Strong Poker | 225 |
11.1 | Introduction | 225 |
11.2 | Texas Hold'em | 228 |
11.3 | Requirements for a World-Class Poker Player | 229 |
11.4 | Loki's Architecture | 231 |
11.5 | Implicit Learning | 233 |
11.6 | Explicit Learning | 236 |
11.7 | Experiments | 238 |
11.8 | Ongoing Research | 240 |
11.9 | Conclusions | 242 |
Bibliography | 243 | |
Contributors | 269 | |
Person Index | 275 | |
Subject Index | 281 |
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