Evolving Heuristic Based Game Playing Strategies for Board Games Using Genetic Programming
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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. -
A World-Championship-Level » Othello Program*
ARTIFICIAL 279 A World-Championship-Level » Othello Program* Paul S. Rosenbloom Department of Computer Science. Carnegie-Mellon University. Pittsburgh. PA 15213, U.S.A. Recommended by Jacques Pitrat ABSTRACT Othello is a recent addition to the collection of games that have been examined within artificial intelligence. Advances have been rapid, yielding programs that have reached the level of world- championship play. This article describes the current champion Othello program, iago. The work described here includes: (I) a task analysis of Othello; (2) the implementation of a program based on this analysis and state-of-the-art AI game-playing techniques: and (3) an evaluation of the program's performance through games played against other programs and comparisons with expert human play. 1. Introduction The game of Othello1 is a modern variation of the 19th century board game Reversi. It was developed in its current form in 1974 by Goro Hasegawa (see [16] for more details), and up until recently it has been played primarily in Japan, where it is the second most popular board game (next to Go). Othello is similar to backgammon in its appeal; the rules are simple, an enjoyable game can be played by beginners, and there is a great deal of complexity that must *This research was sponsored by the Defense Advanced Research Projects Agency (DOD), ARPA Order No. 3597, monitored by the Air Force Avionics Laboratory Under Contract F33615-78-C-1551. The views and conclusions contained in this document are those of the author and should not be interpreted as representing the official policies, either expressed or implied, of the Defense Advanced Research Projects Agency or the US Government. -
Playing Othello by Deep Learning Neural Network
Playing Othello By Deep Learning Neural Network Playing Othello By Deep Learning Neural Network Ng Argens The University of Hong Kong Author Note Argens Ng, BEng (Comp. Sc.), The University of Hong Kong (UID.: 3035072143) This paper was prepared in partial fulfillment of the Final Year Project (COMP 4801) required by the curriculum of Bachelor of Engineering (Computer Science) Playing Othello By Deep Learning Neural Network 2 Table of Contents Abstract .............................................................................................................................. 8 Acknowledgement ............................................................................................................. 9 Playing Othello By Deep Learning Neural Network ................................................... 10 Previous Work – AlphaGo ............................................................................................... 11 Overall Structure ........................................................................................................... 11 Artificial Neural Network ............................................................................................. 12 Value Network. ......................................................................................................... 12 Policy Network. ........................................................................................................ 12 Rollout Policy. .......................................................................................................... -
Scalable Search in Computer Chess Computational Intelligence Edited by Wolfgang Hillel and Rudolf Kruse
Ernst A. Heinz Scalable Search in Computer Chess Computational Intelligence edited by Wolfgang Hillel and Rudolf Kruse The books In .this series conthDute to the long-" r~nge goal pfumlerstanrung and rea li zing intelligent behaviour in some envI ronment. 'Thus t!;ley' covertopics from the disCiplines ofArtificial1ntetl,genceandCogni!:tve Science, combined also caJled In- ' tellectics, as well as from fi erds interdJsciplinarilyieJ:at'ed with these. Computati(}' nallnteUigence cOmprises ba ~ic k~Owl edge as'wellas applications. Das rechnende Gehlrn by Patricia S. Church land 'lnd Terrence:r. Sejnows~ i Neuronale Netze und Fuzzy..systeme by DetlefNauck,Frank Klawonn and Rudolf Kruse Fuzzy-Clusteranalyse by Frank Hoppner,. Frank KlaW\Jnn.and Rudol f Kruse Elnfiihrung In Evolutloniire,Algorlthmen by Volker Nissen Neuronale Netze by Andreas Scher.er Sehen und die Verarbeltung~vl.ueller Informatlonen by Hanspeter A. Mallo! Betriebswlrtscbaftllche.Anwendungen des Soft Computing by Biethabn et al. (Ed.) Fuzzy Theorle und Stochastlk by Rudolf Seising (Ed.) MultiobJecflve Heuristic Search by Pa llab Dasgupta, P. P. Chakrabarti and S. C. DeSarkar The Efflclence ofTheorem Proving Strategies by David A. Plaisted an~ Yunshan Zhu Scalable Search in Computer Chess by Ernst A. He inz Among others the followi ng books were published in the series of ArtiRciallntelligence Automated Theorem Proving by Wolfgang Bi bel (out of print) Fuzzy Sets and Fuzzy Logic Foundation of Application - from a Mathematical Point of View by Siegfried Gottwald . Fuzzy Systems In Computer Science edited by Rudolf Kruse, Jorg G'ebhard arid {{ainerPalm Automatlsche Spracherkennung by Ernst Gunter Sthukat-Talamazzinl ; Deduktive Datenbanken by Armin B. Cremers, UJrike Grielhahn and RaJf Hinze Wissensreprasentation und Inferenz l by Wolfgang Bibel, Steffen Holldobler and Torsten ~Chaub . -
Understanding Sampling-Based Adversarial Search Methods
UNDERSTANDING SAMPLING-BASED ADVERSARIAL SEARCH METHODS A Dissertation Presented to the Faculty of the Graduate School of Cornell University in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy by Raghuram Ramanujan August 2012 c 2012 Raghuram Ramanujan ALL RIGHTS RESERVED UNDERSTANDING SAMPLING-BASED ADVERSARIAL SEARCH METHODS Raghuram Ramanujan, Ph.D. Cornell University 2012 Until 2007, the best computer programs for playing the board game Go per- formed at the level of a weak amateur, while employing the same Minimax algo- rithm that had proven so successful in other games such as Chess and Checkers. Thanks to a revolutionary new sampling-based planning approach named Up- per Confidence bounds applied to Trees (UCT), today’s best Go programs play at a master level on full-sized 19 × 19 boards. Intriguingly, UCT’s spectacular success in Go has not been replicated in domains that have been the traditional stronghold of Minimax-style approaches. The focus of this thesis is on under- standing this phenomenon. We begin with a thorough examination of the vari- ous facets of UCT in the games of Chess and Mancala, where we can contrast the behavior of UCT to that of the better understood Minimax approach. We then introduce the notion of shallow search traps — positions in games where short winning strategies for the opposing player exist — and demonstrate that these are distributed very differently in different games, and that this has a significant impact on the performance of UCT. Finally, we study UCT and Minimax in two novel synthetic game settings that permit mathematical analysis. -
縮小盤オセロにおける完全解析 Perfect Analysis in Miniature Othello
情報処理学会研究報告 IPSJ SIG Technical Report 縮小盤オセロにおける完全解析 †1 †1 †1 †2 竹下祐輝 池田諭 坂本眞人 伊藤隆夫 1993 年,数学者ファインシュタイン (J. Feinstein) が縮小盤 6×6 盤オセロの後手必勝,及び,パーフェクトプレイ「黒 16 白 20」を発見した.それから 20 年以上が経過し,コンピュータオセロは,今や,人間を遥かに凌いでいるが,標 準盤 8×8 盤オセロは未だ,先手必勝,後手必勝,引き分けの何れになるかが分かっていない.そこで本稿では,4×4 盤,4×6 盤,4×8 盤,4×10 盤,6×6 盤オセロの完全解析結果から,それ以上の盤のゲームの性質について考察する. また,6×6 盤オセロの完全解析について,ファインシュタインの追試を実行する. Perfect Analysis in miniature Othello YUKI TAKESHITA†1 SATOSHI IKEDA†1 MAKOTO SAKAMOTO†1 TAKAO ITO†2 More than 20 years has passed since J. Feinstein (1993) found that a perfect play on 6×6 board of Othello gives a 16-20 win for the second player. A computer Othello surpasses a much more human now. However, standard 8×8 board remain unsolved. In this paper, we show the perfect play in miniature Othello (4×4, 4×6, 4×8, 4×10 and 6×6 boards). From these results, we discuss the feature of the Othello larger than or equal to 8×8 board. In addition, in the 6×6 board, we confirm the result of Feinstein. の盤の中央 4 マスに両者が 2 つずつ任意で配置して始まる 1. はじめに のに対し,オセロは初期配置が決まっている(図 2-1 参照). オセロは,二人零和有限確定完全情報ゲーム[1]に分類さ れる.このクラスに分類されるゲームの性質は,必ず,先 手必勝,後手必勝,引き分けの何れかになる[2]. 1993 年,数学者ファインシュタイン(Joel Feinstein)が, 縮小盤 6×6 盤オセロの後手必勝,及び,パーフェクトプレ イ「黒 16 白 20」を発見した[3].このとき,彼はムーブオー ダリングを用いたアルファ・ベータ法により,約 400 億の 局面を,およそ 2 週間で探索したと記述している.ただし, (a)オセロ盤 (b)リバーシ盤 この結果はイギリスオセロ協会のニューズレター上で報告 (a) Othello board. (b) Reversi board. されたため,論文としては残っていない. 図 2-1 初期配置 それから 20 年以上が経過し,コンピュータオセロは,今 Fig. -
The History of Computer Games
City University of New York (CUNY) CUNY Academic Works Publications and Research CUNY Graduate Center 2006 The History of Computer Games Jill Cirasella CUNY Graduate Center Danny Kopec CUNY Brooklyn College How does access to this work benefit ou?y Let us know! More information about this work at: https://academicworks.cuny.edu/gc_pubs/174 Discover additional works at: https://academicworks.cuny.edu This work is made publicly available by the City University of New York (CUNY). Contact: [email protected] The History of Computer Games by Jill Cirasella, Computational Sciences Specialist Library, Brooklyn College and IM Dr. Danny Kopec, Associate Professor Computer and Information Science, Brooklyn College Milestones in Computer Backgammon 1979: BKG 9.8, the first strong backgammon player (written by Hans Berliner of Carnegie Mellon University), defeated world champion Luigi Villa in an exhibition match. However, it is widely accepted that Villa played better and that the computer got better rolls. 1989: Gerald Tesauro’s neural network-based Neurogammon, which was trained with a database of games played by expert human players, won the backgammon championship at the 1989 International Computer Olympiad. All top backgammon programs since Neurogammon have been based on neural networks. Search-based algorithms are not currently feasible for backgammon because the game has a branching factor of several hundred. 1991: Gerald Tesauro’s TD-Gammon debuted. Instead of being trained with a database of moves, TD-Gammon was trained by playing itself. This approach was challenging because individual moves are not rewarded: the reward is delayed until the end of the game, and credit for winning must then be distributed among the various moves.