40 research outputs found

    Selective search in games of different complexity

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    Diplomacy - tomada de decisão baseada numa base de dados de movimento

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    Mestrado em Engenharia de Computadores e TelemáticaDiplomacy is a multiplayer board game, with simultaneous turn-based movements and its game-tree complexity is staggeringly large. Several approaches have been developed to handle this, such as multi-agent systems which seem to be the standard approach. This document describes an implemention of an approach to handle this problem by using stored results in a database to approximate a sub-game perfect equilibrium

    Computer-Assisted Proving of Combinatorial Conjectures Over Finite Domains: A Case Study of a Chess Conjecture

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    There are several approaches for using computers in deriving mathematical proofs. For their illustration, we provide an in-depth study of using computer support for proving one complex combinatorial conjecture -- correctness of a strategy for the chess KRK endgame. The final, machine verifiable, result presented in this paper is that there is a winning strategy for white in the KRK endgame generalized to n×nn \times n board (for natural nn greater than 33). We demonstrate that different approaches for computer-based theorem proving work best together and in synergy and that the technology currently available is powerful enough for providing significant help to humans deriving complex proofs

    The role of structured induction in expert systems

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    A "structured induction" technique was developed and tested using a rules- from -examples generator together with a chess -specific application package. A drawback of past experience with computer induction, reviewed in this thesis, has been the generation of machine -oriented rules opaque to the user. By use of the structured approach humanly understandable rules were synthesized from expert supplied examples. These rules correctly performed chess endgame classifications of sufficient complexity to be regarded as difficult by international master standard players. Using the "Interactive ID3" induction tools developed by the author, chess experts, with a little programming support, were able to generate rules which solve problems considered difficult or impossible by conventional programming techniques. Structured induction and associated programming tools were evaluated using the chess endgames Icing and Pawn vs. King (Black -tomove) and King and Pawn vs. King and Rook (White -to -move, White Pawn on a7) as trial problems of measurable complexity.Structured solutions to both trial problems are presented, and implications of this work for the design of expert systems languages are assessed

    A Survey of Monte Carlo Tree Search Methods

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    Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work
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