366 research outputs found

    Abalearn: a risk-sensitive approach to self-play learning in Abalone

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    This paper presents Abalearn, a self-teaching Abalone pro gram capable of automatically reaching an intermediate level of play without needing expert-labeled training examples, deep searches or ex posure to competent play. Our approach is based on a reinforcement learning algorithm that is risk seeking, since defensive players in Abalone tend to never end a game. We show that it is the risk-sensitivity that allows a successful self-play training. We also propose a set of features that seem relevant for achiev ing a good level of play. We evaluate our approach using a fixed heuristic opponent as a bench mark, pitting our agents against human players online and comparing samples of our agents at different times of training.info:eu-repo/semantics/publishedVersio

    Neuroevolution in Games: State of the Art and Open Challenges

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    This paper surveys research on applying neuroevolution (NE) to games. In neuroevolution, artificial neural networks are trained through evolutionary algorithms, taking inspiration from the way biological brains evolved. We analyse the application of NE in games along five different axes, which are the role NE is chosen to play in a game, the different types of neural networks used, the way these networks are evolved, how the fitness is determined and what type of input the network receives. The article also highlights important open research challenges in the field.Comment: - Added more references - Corrected typos - Added an overview table (Table 1

    Symbolic versus sub-symbolic approaches: a case study on training Deep Networks to play Nine Men’s Morris game

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    Le reti neurali artificiali, grazie alle nuove tecniche di Deep Learning, hanno completamente rivoluzionato il panorama tecnologico degli ultimi anni, dimostrandosi efficaci in svariati compiti di Intelligenza Artificiale e ambiti affini. Sarebbe quindi interessante analizzare in che modo e in quale misura le deep network possano sostituire le IA simboliche. Dopo gli impressionanti risultati ottenuti nel gioco del Go, come caso di studio è stato scelto il gioco del Mulino, un gioco da tavolo largamente diffuso e ampiamente studiato. È stato quindi creato il sistema completamente sub-simbolico Neural Nine Men’s Morris, che sfrutta tre reti neurali per scegliere la mossa migliore. Le reti sono state addestrate su un dataset di più di 1.500.000 coppie (stato del gioco, mossa migliore), creato in base alle scelte di una IA simbolica. Il sistema ha dimostrato di aver imparato le regole del gioco proponendo una mossa valida in più del 99% dei casi di test. Inoltre ha raggiunto un’accuratezza del 39% rispetto al dataset e ha sviluppato una propria strategia di gioco diversa da quella della IA addestratrice, dimostrandosi un giocatore peggiore o migliore a seconda dell’avversario. I risultati ottenuti in questo caso di studio mostrano che, in questo contesto, la chiave del successo nella progettazione di sistemi AI allo stato dell’arte sembra essere un buon bilanciamento tra tecniche simboliche e sub-simboliche, dando più rilevanza a queste ultime, con lo scopo di raggiungere la perfetta integrazione di queste tecnologie

    Temporal Difference Learning Versus Co-Evolution for Acquiring Othello Position Evaluation

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    Monte-Carlo tree search enhancements for one-player and two-player domains

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    Chess Endgames and Neural Networks

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    The existence of endgame databases challenges us to extract higher-grade information and knowledge from their basic data content. Chess players, for example, would like simple and usable endgame theories if such holy grail exists: endgame experts would like to provide such insights and be inspired by computers to do so. Here, we investigate the use of artificial neural networks (NNs) to mine these databases and we report on a first use of NNs on KPK. The results encourage us to suggest further work on chess applications of neural networks and other data-mining techniques

    Spatial-temporal reasoning applications of computational intelligence in the game of Go and computer networks

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    Spatial-temporal reasoning is the ability to reason with spatial images or information about space over time. In this dissertation, computational intelligence techniques are applied to computer Go and computer network applications. Among four experiments, the first three are related to the game of Go, and the last one concerns the routing problem in computer networks. The first experiment represents the first training of a modified cellular simultaneous recurrent network (CSRN) trained with cellular particle swarm optimization (PSO). Another contribution is the development of a comprehensive theoretical study of a 2x2 Go research platform with a certified 5 dan Go expert. The proposed architecture successfully trains a 2x2 game tree. The contribution of the second experiment is the development of a computational intelligence algorithm calledcollective cooperative learning (CCL). CCL learns the group size of Go stones on a Go board with zero knowledge by communicating only with the immediate neighbors. An analysis determines the lower bound of a design parameter that guarantees a solution. The contribution of the third experiment is the proposal of a unified system architecture for a Go robot. A prototype Go robot is implemented for the first time in the literature. The last experiment tackles a disruption-tolerant routing problem for a network suffering from link disruption. This experiment represents the first time that the disruption-tolerant routing problem has been formulated with a Markov Decision Process. In addition, the packet delivery rate has been improved under a range of link disruption levels via a reinforcement learning approach --Abstract, page iv
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