Understanding Sampling-Based Adversarial Search Methods
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Multilinear Algebra and Chess Endgames
Games of No Chance MSRI Publications Volume 29, 1996 Multilinear Algebra and Chess Endgames LEWIS STILLER Abstract. This article has three chief aims: (1) To show the wide utility of multilinear algebraic formalism for high-performance computing. (2) To describe an application of this formalism in the analysis of chess endgames, and results obtained thereby that would have been impossible to compute using earlier techniques, including a win requiring a record 243 moves. (3) To contribute to the study of the history of chess endgames, by focusing on the work of Friedrich Amelung (in particular his apparently lost analysis of certain six-piece endgames) and that of Theodor Molien, one of the founders of modern group representation theory and the first person to have systematically numerically analyzed a pawnless endgame. 1. Introduction Parallel and vector architectures can achieve high peak bandwidth, but it can be difficult for the programmer to design algorithms that exploit this bandwidth efficiently. Application performance can depend heavily on unique architecture features that complicate the design of portable code [Szymanski et al. 1994; Stone 1993]. The work reported here is part of a project to explore the extent to which the techniques of multilinear algebra can be used to simplify the design of high- performance parallel and vector algorithms [Johnson et al. 1991]. The approach is this: Define a set of fixed, structured matrices that encode architectural primitives • of the machine, in the sense that left-multiplication of a vector by this matrix is efficient on the target architecture. Formulate the application problem as a matrix multiplication. -
CS 297 Report Improving Chess Program Encoding Schemes
CS 297 Report Improving Chess Program Encoding Schemes Supriya Basani ([email protected]) Advisor: Dr. Chris Pollett Department of Computer Science San Jose State University December 2006 Table of Contents: Introduction......................................................................................................................... 3 Deliverable 1:...................................................................................................................... 4 Chess Game Databases and GNU Chess Program ......................................................... 4 Book.dat generation algorithm: .................................................................................. 5 Database lookup algorithm: ........................................................................................ 6 Deliverable 2:...................................................................................................................... 7 GNU Chess program's PVS Algorithm .......................................................................... 7 PVS algorithm:............................................................................................................ 8 Deliverable 3:.................................................................................................................... 10 Extension to PVS algorithm and Auto play setup ........................................................ 10 1. Extension to PVS algorithm.................................................................................. 10 2. Autoplay Setup................................................................................................. -
The GNU C Programming Tutorial
Edition 4.1 The GNU C Programming Tutorial Mark Burgess Faculty of Engineering, Oslo College Ron Hale-Evans Copyright c 2002 Free Software Foundation, Inc. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or any later version published by the Free Software Foundation; there being no Invariant Section, with the Front-Cover Texts being \A GNU Manual", and with the Back-Cover Texts as in (a) below. A copy of the license is included in the section entitled \GNU Free Documentation License". (a) The FSF's Back-Cover Text is: \You have freedom to copy and modify this GNU Manual, like GNU software. Copies published by the Free Software Foundation raise funds for GNU development." Function pointers i Table of Contents Preface ...................................... xi 1 Introduction............................... 1 1.1 The advantages of C..................................... 1 1.2 Questions for Chapter 1 ................................. 2 2 Using a compiler........................... 3 2.1 Basic ideas about C ..................................... 3 2.2 The compiler ........................................... 4 2.3 File names .............................................. 4 2.4 Errors .................................................. 5 2.4.1 Typographical errors ............................ 6 2.4.2 Type errors .................................... 6 2.5 Questions for Chapter 2 ................................. 6 3 The form of a C program................... 9 -
Oral History of Hans Berliner
Oral History of Hans Berliner Interviewed by: Gardner Hendrie Recorded: March 7, 2005 Riviera Beach, Florida Total Running Time: 2:33:00 CHM Reference number: X3131.2005 © 2005 Computer History Museum CHM Ref: X3131.2005 © 2005 Computer History Museum Page 1 of 65 Q: Who has graciously agreed to do an oral history for the Computer History Museum. Thank you very much, Hans. Hans Berliner: Oh, you’re most welcome. Q: O.k. I think where I’d like to start is maybe a little further back than you might expect. I’d like to know if you could share with us a little bit about your family background. The environment that you grew up in. Your mother and father, what they did. Your brothers and sisters. Hans Berliner: O.k. Q: Where you were born. That sort of thing. Hans Berliner: O.k. I was born in Berlin in 1929, and we immigrated to the United States, very fortunately, in 1937, to Washington, D.C. As far as the family goes, my great uncle, who was my grandfather’s brother, was involved in telephone work at the turn of the previous century. And he actually owned the patent on the carbon receiver for the telephone. And they started a telephone company in Hanover, Germany, based upon his telephone experience. And he, later on, when Edison had patented the cylinder for recording, he’d had enough experience with sound recording that he said, “that’s pretty stupid”. And he decided to do the recording on a disc, and he successfully defended his patent in the Supreme Court, and so the patent on the phono disc belongs to Emile Berliner, who was my grand uncle. -
THE PSYCHOLOGY of CHESS: an Interview with Author Fernand Gobet
FM MIKE KLEIN, the Chess Journalists Chess Life of America's (CJA) 2017 Chess Journalist of the Year, stepped OCTOBER to the other side of the camera for this month's cover shoot. COLUMNS For a list of all CJA CHESS TO ENJOY / ENTERTAINMENT 12 award winners, It Takes A Second please visit By GM Andy Soltis chessjournalism.org. 14 BACK TO BASICS / READER ANNOTATIONS The Spirits of Nimzo and Saemisch By GM Lev Alburt 16 IN THE ARENA / PLAYER OF THE MONTH Slugfest at the U.S. Juniors By GM Robert Hess 18 LOOKS AT BOOKS / SHOULD I BUY IT? Training Games By John Hartmann 46 SOLITAIRE CHESS / INSTRUCTION Go Bogo! By Bruce Pandolfini 48 THE PRACTICAL ENDGAME / INSTRUCTION How to Write an Endgame Thriller By GM Daniel Naroditsky DEPARTMENTS 5 OCTOBER PREVIEW / THIS MONTH IN CHESS LIFE AND US CHESS NEWS 20 GRAND PRIX EVENT / WORLD OPEN 6 COUNTERPLAY / READERS RESPOND Luck and Skill at the World Open BY JAMAAL ABDUL-ALIM 7 US CHESS AFFAIRS / GM Illia Nyzhnyk wins clear first at the 2018 World Open after a NEWS FOR OUR MEMBERS lucky break in the penultimate round. 8 FIRST MOVES / CHESS NEWS FROM AROUND THE U.S. 28 COVER STORY / ATTACKING CHESS 9 FACES ACROSS THE BOARD / How Practical Attacking Chess is Really Conducted BY AL LAWRENCE BY IM ERIK KISLIK 51 TOURNAMENT LIFE / OCTOBER The “secret sauce” to good attacking play isn’t what you think it is. 71 CLASSIFIEDS / OCTOBER CHESS PSYCHOLOGY / GOBET SOLUTIONS / OCTOBER 32 71 The Psychology of Chess: An Interview with Author 72 MY BEST MOVE / PERSONALITIES Fernand Gobet THIS MONTH: FM NATHAN RESIKA BY DR. -
Best-First Minimax Search Richard E
Artificial Intelligence ELSEVIER Artificial Intelligence 84 ( 1996) 299-337 Best-first minimax search Richard E. Korf *, David Maxwell Chickering Computer Science Department, University of California, Los Angeles, CA 90024, USA Received September 1994; revised May 1995 Abstract We describe a very simple selective search algorithm for two-player games, called best-first minimax. It always expands next the node at the end of the expected line of play, which determines the minimax value of the root. It uses the same information as alpha-beta minimax, and takes roughly the same time per node generation. We present an implementation of the algorithm that reduces its space complexity from exponential to linear in the search depth, but at significant time cost. Our actual implementation saves the subtree generated for one move that is still relevant after the player and opponent move, pruning subtrees below moves not chosen by either player. We also show how to efficiently generate a class of incremental random game trees. On uniform random game trees, best-first minimax outperforms alpha-beta, when both algorithms are given the same amount of computation. On random trees with random branching factors, best-first outperforms alpha-beta for shallow depths, but eventually loses at greater depths. We obtain similar results in the game of Othello. Finally, we present a hybrid best-first extension algorithm that combines alpha-beta with best-first minimax, and performs significantly better than alpha-beta in both domains, even at greater depths. In Othello, it beats alpha-beta in two out of three games. 1. Introduction and overview The best chess machines, such as Deep-Blue [lo], are competitive with the best humans, but generate billions of positions per move. -
Unix Et Programmation Shell
Unix et Programmation Shell Philippe Langevin d´epartment d'informatique UFR sciences et technique universit´edu sud Toulon Var Automne 2013 Philippe Langevin (imath/ustv) Unix et Programmation Shell Automne 2013 1 / 33 document brouillon en r´evision site du cours : http://langevin.univ-tln.fr/cours/UPS/upsh.html localisation du fichier : http://langevin.univ-tln.fr/cours/UPS/doc/file.pdf Philippe Langevin (imath/ustv) Unix et Programmation Shell Automne 2013 2 / 33 derni`eresmodifications man.tex 2017−09−07 12:27:47.738251920 +0200 perm.tex 2016−09−30 09:41:54.766553521 +0200 file .tex 2016−09−30 09:19:02.810595120 +0200 bash.tex 2016−09−15 12:09:09.887948313 +0200 term.tex 2016−09−14 18:50:05.124091515 +0200 upsh.tex 2015−10−25 18:09:36.027434338 +0100 proc.tex 2015−10−20 22:09:35.450391618 +0200 shell.tex 2015−09−10 19:31:04.581529236 +0200 prologue.tex 2015−09−07 09:06:31.773157847 +0200 tools.tex 2015−07−11 09:04:38.890915266 +0200 pipe.tex 2014−10−02 19:10:22.426127326 +0200 direct.tex 2014−10−02 07:49:17.162784238 +0200 syntaxe.tex 2014−10−01 23:52:29.859357485 +0200 part.tex 2014−10−01 23:52:29.372363438 +0200 Philippe Langevin (imath/ustv) Unix et Programmation Shell Automne 2013 3 / 33 fichier 4 - fichier structure I-noeud commande fichier r´epertoire tube nomm´e netcat commande r´eseau Philippe Langevin (imath/ustv) Unix et Programmation Shell Automne 2013 4 / 33 fichier structure structure g´en´erale L'ensemble des syst`emesde fichiers d'un syst`eme unix est un arbre enracin´edans r´epertoire / . -
6 Adversarial Search
6 ADVERSARIAL SEARCH In which we examine the problems that arise when we try to plan ahead in a world where other agents are planning against us. 6.1 GAMES Chapter 2 introduced multiagent environments, in which any given agent will need to con- sider the actions of other agents and how they affect its own welfare. The unpredictability of these other agents can introduce many possible contingencies into the agent’s problem- solving process, as discussed in Chapter 3. The distinction between cooperative and compet- itive multiagent environments was also introduced in Chapter 2. Competitive environments, in which the agents’ goals are in conflict, give rise to adversarial search problems—often GAMES known as games. Mathematical game theory, a branch of economics, views any multiagent environment as a game provided that the impact of each agent on the others is “significant,” regardless of whether the agents are cooperative or competitive.1 In AI, “games” are usually of a rather specialized kind—what game theorists call deterministic, turn-taking, two-player, zero-sum ZEROSUM GAMES games of perfect information. In our terminology, this means deterministic, fully observable PERFECT INFORMATION environments in which there are two agents whose actions must alternate and in which the utility values at the end of the game are always equal and opposite. For example, if one player wins a game of chess (+1), the other player necessarily loses (–1). It is this opposition between the agents’ utility functions that makes the situation adversarial. We will consider multiplayer games, non-zero-sum games, and stochastic games briefly in this chapter, but will delay discussion of game theory proper until Chapter 17. -
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations Title Embedding Security into Systems After Their Design Permalink https://escholarship.org/uc/item/1vn6v7wg Author Capelis, D J Publication Date 2015 License https://creativecommons.org/licenses/by/4.0/ 4.0 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA SANTA CRUZ EMBEDDING SECURITY INTO SYSTEMS AFTER THEIR DESIGN A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by D J Capelis September 2015 The dissertation of D J Capelis is approved: Darrell DE Long, Chair Ethan L Miller Ahmed Amer Tyrus Miller Vice Provost and Dean of Graduate Studies Table of Contents Abstract v Acknowledgments vii 1 Introduction 1 1.1 New Possibilities . 2 1.2 Ease of Deployment . 2 1.3 Consolidation . 3 1.4 Consistency . 5 2 Changing Networking 7 2.1 Related Work . 10 2.2 Technical Detail . 13 2.2.1 Core Services . 13 2.2.2 Session Initiator . 21 2.3 Performance . 21 2.4 Potential Improvements . 24 2.4.1 Integration into the Kernel . 24 2.4.2 Integration into Hardware . 25 2.5 Deployment . 25 2.5.1 Deploying with Unmodified Applications . 26 2.5.2 Deploying with Unmodified Computers . 26 3 Changing the Computer Organization 28 3.1 Goals . 29 3.2 Related Work . 31 3.3 Technical Design . 33 3.3.1 Trusted Loading . 35 3.3.2 Trusted Data . 37 3.3.3 Trusted Runtime . 39 3.3.4 Trusted Channels . -
Linux Installation and Getting Started
Linux Installation and Getting Started Copyright c 1992–1996 Matt Welsh Version 2.3, 22 February 1996. This book is an installation and new-user guide for the Linux system, meant for UNIX novices and gurus alike. Contained herein is information on how to obtain Linux, installation of the software, a beginning tutorial for new UNIX users, and an introduction to system administration. It is meant to be general enough to be applicable to any distribution of the Linux software. This book is freely distributable; you may copy and redistribute it under certain conditions. Please see the copyright and distribution statement on page xiii. Contents Preface ix Audience ............................................... ix Organization.............................................. x Acknowledgments . x CreditsandLegalese ......................................... xii Documentation Conventions . xiv 1 Introduction to Linux 1 1.1 About This Book ........................................ 1 1.2 A Brief History of Linux .................................... 2 1.3 System Features ......................................... 4 1.4 Software Features ........................................ 5 1.4.1 Basic commands and utilities ............................. 6 1.4.2 Text processing and word processing ......................... 7 1.4.3 Programming languages and utilities .......................... 9 1.4.4 The X Window System ................................. 10 1.4.5 Networking ....................................... 11 1.4.6 Telecommunications and BBS software ....................... -
"Large Scale Monte Carlo Tree Search on GPU"
Large Scale Monte Carlo Tree Search on GPU GPU+HK大ávモンテカルロ木探索 Doctoral Dissertation ¿7論£ Kamil Marek Rocki ロツキ カミル >L#ク Submitted to Department of Computer Science, Graduate School of Information Science and Technology, The University of Tokyo in partial fulfillment of the requirements for the degree of Doctor of Information Science and Technology Thesis Supervisor: Reiji Suda (½田L¯) Professor of Computer Science August, 2011 Abstract: Monte Carlo Tree Search (MCTS) is a method for making optimal decisions in artificial intelligence (AI) problems, typically for move planning in combinatorial games. It combines the generality of random simulation with the precision of tree search. Research interest in MCTS has risen sharply due to its spectacular success with computer Go and its potential application to a number of other difficult problems. Its application extends beyond games, and MCTS can theoretically be applied to any domain that can be described in terms of (state, action) pairs, as well as it can be used to simulate forecast outcomes such as decision support, control, delayed reward problems or complex optimization. The main advantages of the MCTS algorithm consist in the fact that, on one hand, it does not require any strategic or tactical knowledge about the given domain to make reasonable decisions, on the other hand algorithm can be halted at any time to return the current best estimate. So far, current research has shown that the algorithm can be parallelized on multiple CPUs. The motivation behind this work was caused by the emerging GPU- based systems and their high computational potential combined with the relatively low power usage compared to CPUs. -
EMPIRE CHESS Summer 2015 Volume XXXVIII, No
Where Organized Chess in America Began EMPIRE CHESS Summer 2015 Volume XXXVIII, No. 2 $5.00 Honoring Brother John is the Right Move. Empire Chess P.O. Box 340969 Brooklyn, NY 11234 Election Issue – Be Sure to Vote! 1 NEW YORK STATE CHESS ASSOCIATION, INC. www.nysca.net The New York State Chess Association, Inc., America‘s oldest chess organization, is a not-for-profit organization dedicated to promoting chess in New York State at all levels. As the State Affiliate of the United States Chess Federation, its Directors also serve as USCF Voting Members and Delegates. President Bill Goichberg PO Box 249 Salisbury Mills, NY 12577 Looking for Hall of Famers. [email protected] Vice President Last year’s Annual Meeting asked for new ideas on how the New York Polly Wright State Chess Association inducts members into its Hall of Fame. 57 Joyce Road Eastchester, NY 10709 [email protected] One issue NYSCA would like to address is how to evaluate many of the historical figures that have participated in chess in New York. NYSCA Treasurer Karl Heck started its Hall of Fame with contemporaries, and while there are players 5426 Wright Street, CR 67 with long careers in the Hall of Fame, true players of the historical past East Durham, NY 12423 aren’t in our Hall of Fame. [email protected] Membership Secretary For example, it is almost infathomable that Frank Marshall, a former New Phyllis Benjamin York State Champion and namesake and founder of the State’s most famous P.O. Box 340511 chess club, is not in our Hall of Fame.