155 research outputs found

    A Dynamical Systems Approach for Static Evaluation in Go

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    In the paper arguments are given why the concept of static evaluation has the potential to be a useful extension to Monte Carlo tree search. A new concept of modeling static evaluation through a dynamical system is introduced and strengths and weaknesses are discussed. The general suitability of this approach is demonstrated.Comment: IEEE Transactions on Computational Intelligence and AI in Games, vol 3 (2011), no

    Extended thermography for multiple kos in go

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    AbstractIn evaluating a local position in go, players want to know its current territorial count and the value of a local play. Many go positions are classical combinatorial games; the mean value of the game corresponds to the count and its temperature corresponds to the value of the play. Thermography finds the mean value and temperature of a combinatorial game. However, go positions often include kos, repetitive positions which are not classical combinatorial games. Thermography has been generalized to include positions containing a single ko. This paper extends thermography further to include positions with multiple kos

    Tractability and the computational mind

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    Tractability and the computational mind

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    Tractability and the computational mind

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    We overview logical and computational explanations of the notion of tractability as applied in cognitive science. We start by introducing the basics of mathematical theories of complexity: computability theory, computational complexity theory, and descriptive complexity theory. Computational philosophy of mind often identifies mental algorithms with computable functions. However, with the development of programming practice it has become apparent that for some computable problems finding effective algorithms is hardly possible. Some problems need too much computational resource, e.g., time or memory, to be practically computable. Computational complexity theory is concerned with the amount of resources required for the execution of algorithms and, hence, the inherent difficulty of computational problems. An important goal of computational complexity theory is to categorize computational problems via complexity classes, and in particular, to identify efficiently solvable problems and draw a line between tractability and intractability. We survey how complexity can be used to study computational plausibility of cognitive theories. We especially emphasize methodological and mathematical assumptions behind applying complexity theory in cognitive science. We pay special attention to the examples of applying logical and computational complexity toolbox in different domains of cognitive science. We focus mostly on theoretical and experimental research in psycholinguistics and social cognition

    Monte-Carlo tree search using expert knowledge: an application to computer go and human genetics

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    Monte-Carlo Tree Search (MCTS la búsqueda en árbol mediante procesos estocásticos) se ha convertido en el algorítmo principal en muchos problemas de inteligencia artificial e informática. Esta tesis analiza la incorporación de conocimiento experto para mejorar la búsqueda. El trabajo describe dos aplicaciones: una en el 'juego del go' por el ordenador y otra en el campo de la genética humana. Es un hecho establecido que, en problemas complejos, MCTS requiere el apoyo de conocimiento específico o aprendido online para mejorar su rendimiento. Lo que este trabajo analiza son diferentes ideas de cómo hacerlo, sus resultados e implicaciones, mejorando así nuestra comprensión de MCTS. Las principales contribuciones al área son: un modelo analítico de las simulaciones que mejora la comprensión del papel de las simulaciones, un marco competitivo incluyendo código y datos para comparar métodos en etiología genética y tres aplicaciones con éxito: una en el campo de las aperturas en go de 19x19 llamada M-eval, otra sobre simulaciones que aprenden y una en etiología genética. Además, merece la pena destacar: un modelo para representar proporciones mediante estados llamado WLS con software libre, un resultado negativo sobre una idea para las simulaciones, el descubrimiento inesperado de un posible problema utilizando MCTS en optimización y un análisis original de las limitaciones

    Is Evolutionary Computation evolving fast enough?

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    Evolutionary Computation (EC) has been an active research area for over 60 years, yet its commercial/home uptake has not been as prolific as we might have expected. By way of comparison, technologies such as 3D printing, which was introduced about 35 years ago, has seen much wider uptake, to the extent that it is now available to home users and is routinely used in manufacturing. Other technologies, such as immersive reality and artificial intelligence have also seen commercial uptake and acceptance by the general public. In this paper we provide a brief history of EC, recognizing the significant contributions that have been made by its pioneers. We focus on two methodologies (Genetic Programming and Hyper-heuristics), which have been proposed as being suitable for automated software development, and question why they are not used more widely by those outside of the academic community. We suggest that different research strands need to be brought together into one framework before wider uptake is possible. We hope that this position paper will serve as a catalyst for automated software development that is used on a daily basis by both companies and home users
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