14 research outputs found

    Incorporating domain knowledge into neural-guided search

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    Many AutoML problems involve optimizing discrete objects under a black-box reward. Neural-guided search provides a flexible means of searching these combinatorial spaces using an autoregressive recurrent neural network. A major benefit of this approach is that builds up objects sequentially--this provides an opportunity to incorporate domain knowledge into the search by directly modifying the logits emitted during sampling. In this work, we formalize a framework for incorporating such in situ priors and constraints into neural-guided search, and provide sufficient conditions for enforcing constraints. We integrate several priors and constraints from existing works into this framework, propose several new ones, and demonstrate their efficacy in informing the task of symbolic regression

    Review of Kalah Game research and the proposition of a novel heuristic-deterministic algorithm compared to tree-search solutions and human decision-making

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    The Kalah game represents the most popular version of probably the oldest board game ever-the Mancala game. From this viewpoint, the art of playing Kalah can contribute to cultural heritage. This paper primarily focuses on a review of Kalah history and on a survey of research made so far for solving and analyzing the Kalah game (and some other related Mancala games). This review concludes that even if strong in-depth tree-search solutions for some types of the game were already published, it is still reasonable to develop less time-consumptive and computationally-demanding playing algorithms and their strategies Therefore, the paper also presents an original heuristic algorithm based on particular deterministic strategies arising from the analysis of the game rules. Standard and modified mini-max tree-search algorithms are introduced as well. A simple C++ application with Qt framework is developed to perform the algorithm verification and comparative experiments. Two sets of benchmark tests are made; namely, a tournament where a mid-experienced amateur human player competes with the three algorithms is introduced first. Then, a round-robin tournament of all the algorithms is presented. It can be deduced that the proposed heuristic algorithm has comparable success to the human player and to low-depth tree-search solutions. Moreover, multiple-case experiments proved that the opening move has a decisive impact on winning or losing. Namely, if the computer plays first, the human opponent cannot beat it. Contrariwise, if it starts to play second, using the heuristic algorithm, it nearly always loses. © 2020 by the authors.European Regional Development FundEuropean Union (EU); Ministry of Education, Youth and SportsMinistry of Education, Youth & Sports - Czech Republic [LO1303 (MSMT-7778/2014)]; internal grant agency of VSB Technical University of Ostrava, Faculty of Electrical Engineering and Computer Science, Czech Republic [SP2020/46

    On forward pruning in game-tree search

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    Ph.DDOCTOR OF PHILOSOPH

    ゲームにおける棋譜の性質と強さの関係に基づいた学習

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    筑波大学 (University of Tsukuba)201
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