2,652 research outputs found

    The Layered Learning Method and its Application to Generation of Evaluation Functions for the Game

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    Abstract. In this paper we describe and analyze a Computational Intelligence (CI)-based approach to creating evaluation functions for two player mind games (i.e. classical turn-based board games that require mental skills, such as chess, checkers, Go, Othello, etc.). The method allows gradual, step-by-step training, starting with end-game positions and gradually moving towards the root of the game tree. In each phase a new training set is generated basing on results of previous training stages and any supervised learning method can be used for actual development of the evaluation function. We validate the usefulness of the approach by employing it to develop heuristics for the game of checkers. Since in previous experiments we applied it to training evaluation functions encoded as linear combinations of game state statistics, this time we concentrate on development of artificial neural network (ANN)-based heuristics. Games provide cheap, reproducible environments suitable for testing new search algorithms, pattern-based evaluation methods or learning concepts. Since the seminal papers devoted to programming chess [1-3] and checkers Most examples of application of CI methods to mind game playing make use of either reinforcement learning methods, neural networks-based approaches, evolutionary methods or hybrid neuro-genetic solutions, e.g. in chess The main focus of this paper is on testing the efficacy of what we call Layered Learning -a generally-applicable approach to building the evaluation function for twoplayer games (checkers in here) which can be implemented either in the evolutionary mode or as a gradient backpropagation-type neural network training. The method, originally proposed i

    Menjana pemodulatan lebar denyut (PWM) penyongsang tiga fasa menggunakan pemproses isyarat digital (DSP)

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    Baru-baru ini, penyongsang digunakan secara meluas dalam aplikasi industri. Walaubagaimanapun, teknik Pemodulatan Lebar Denyut (PWM) diperlukan untuk mengawal voltan keluaran dan frekuensi penyongsang. Dalam tesis ini, untuk Pemodulatan Lebar Denyut Sinus Unipolar (SPWM) penyongsang tiga fasa adalah dicadang menggunakan Pemproses Isyarat Digital (DSP). Satu model simulasi menggunakan MATLAB Simulink dibangunkan untuk menentukan program Pemodulatan Lebar Denyut Sinus Unipolar (SPWM) Program ini kemudian dibangunkan dalam Pemproses Isyarat Digital (DSP) TMS320f28335. Hasilnya menunjukkan bahawa voltan keluaran penyongsang tiga fasa boleh dikendalikan

    Learning to Play Othello with N-Tuple Systems

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    This paper investigates the use of n-tuple systems as position value functions for the game of Othello. The architecture is described, and then evaluated for use with temporal difference learning. Performance is compared with previously de-veloped weighted piece counters and multi-layer perceptrons. The n-tuple system is able to defeat the best performing of these after just five hundred games of self-play learning. The conclusion is that n-tuple networks learn faster and better than the other more conventional approaches

    Investigating learning rates for evolution and temporal difference learning

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    Evidently, any learning algorithm can only learn on the basis of the information given to it. This paper presents a first attempt to place an upper bound on the information rates attainable with standard co-evolution and with TDL. The upper bound for TDL is shown to be much higher than for coevolution. Under commonly used settings for learning to play Othello for example, TDL may have an upper bound that is hundreds or even thousands of times higher than that of coevolution. To test how well these bounds correlate with actual learning rates, a simple two-player game called Treasure Hunt. is developed. While the upper bounds cannot be used to predict the number of games required to learn the optimal policy, they do correctly predict the rank order of the number of games required by each algorithm. Ā© 2008 IEEE

    Temporal difference learning with interpolated table value functions

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    This paper introduces a novel function approximation architecture especially well suited to temporal difference learning. The architecture is based on using sets of interpolated table look-up functions. These offer rapid and stable learning, and are efficient when the number of inputs is small. An empirical investigation is conducted to test their performance on a supervised learning task, and on themountain car problem, a standard reinforcement learning benchmark. In each case, the interpolated table functions offer competitive performance. Ā©2009 IEEE

    AI Researchers, Video Games Are Your Friends!

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    If you are an artificial intelligence researcher, you should look to video games as ideal testbeds for the work you do. If you are a video game developer, you should look to AI for the technology that makes completely new types of games possible. This chapter lays out the case for both of these propositions. It asks the question "what can video games do for AI", and discusses how in particular general video game playing is the ideal testbed for artificial general intelligence research. It then asks the question "what can AI do for video games", and lays out a vision for what video games might look like if we had significantly more advanced AI at our disposal. The chapter is based on my keynote at IJCCI 2015, and is written in an attempt to be accessible to a broad audience.Comment: in Studies in Computational Intelligence Studies in Computational Intelligence, Volume 669 2017. Springe

    EvoTanks: co-evolutionary development of game-playing agents

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    This paper describes the EvoTanks research project, a continuing attempt to develop strong AI players for a primitive 'Combat' style video game using evolutionary computational methods with artificial neural networks. A small but challenging feat due to the necessity for agent's actions to rely heavily on opponent behaviour. Previous investigation has shown the agents are capable of developing high performance behaviours by evolving against scripted opponents; however these are local to the trained opponent. The focus of this paper shows results from the use of co-evolution on the same population. Results show agents no longer succumb to trappings of local maxima within the search space and are capable of converging on high fitness behaviours local to their population without the use of scripted opponents
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