860 research outputs found

    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

    New Results for Domineering from Combinatorial Game Theory Endgame Databases

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    We have constructed endgame databases for all single-component positions up to 15 squares for Domineering, filled with exact Combinatorial Game Theory (CGT) values in canonical form. The most important findings are as follows. First, as an extension of Conway's [8] famous Bridge Splitting Theorem for Domineering, we state and prove another theorem, dubbed the Bridge Destroying Theorem for Domineering. Together these two theorems prove very powerful in determining the CGT values of large positions as the sum of the values of smaller fragments, but also to compose larger positions with specified values from smaller fragments. Using the theorems, we then prove that for any dyadic rational number there exist Domineering positions with that value. Second, we investigate Domineering positions with infinitesimal CGT values, in particular ups and downs, tinies and minies, and nimbers. In the databases we find many positions with single or double up and down values, but no ups and downs with higher multitudes. However, we prove that such single-component ups and downs easily can be constructed. Further, we find Domineering positions with 11 different tinies and minies values. For each we give an example. Next, for nimbers we find many Domineering positions with values up to *3. This is surprising, since Drummond-Cole [10] suspected that no *2 and *3 positions in standard Domineering would exist. We show and characterize many *2 and *3 positions. Finally, we give some Domineering positions with values interesting for other reasons. Third, we have investigated the temperature of all positions in our databases. There appears to be exactly one position with temperature 2 (as already found before) and no positions with temperature larger than 2. This supports Berlekamp's conjecture that 2 is the highest possible temperature in Domineering

    Soar Checkers - An Intelligent Checkers Playing Agent in Soar

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    The classic board game of checkers is ideally suited for research in AI game-playing programs or agents. The objective behind Soar Checkers is to investigate if it is possible to create an agent-based game playing system that would beat novices with ease and at least challenge advanced novice to intermediate-level players by designing a rules-based expert system whose knowledge base consists of nothing more than the rules of checkers, and a set of guidelines for game-play based on good strategy. Soar was chosen as the platform for building this agent because it came built-in with features that facilitate creating rules-based expert systems, has been proven to be fairly reliable in developing such systems (including flight simulators) for over twenty years and makes it relatively straight-forward to have multiple agents play each other, and to add or modify features or strategies to the agents. Though the problem definition makes it inherently hard to objectively quantify the results, the objectives were successfully achieved for the most part. It was also seen that all other things being equal, the player going second ( White ) has a built-in advantage, thereby confirming a widely held belief among the checkers community

    Expertise and intuition: A tale of three theories

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    Several authors have hailed intuition as one of the defining features of expertise. In particular, while disagreeing on almost anything that touches on human cognition and artificial intelligence, Hubert Dreyfus and Herbert Simon agreed on this point. However, the highly influential theories of intuition they proposed differed in major ways, especially with respect to the role given to search and as to whether intuition is holistic or analytic. Both theories suffer from empirical weaknesses. In this paper, we show how, with some additions, a recent theory of expert memory (the template theory) offers a coherent and wide-ranging explanation of intuition in expert behaviour. It is shown that the theory accounts for the key features of intuition: it explains the rapid onset of intuition and its perceptual nature, provides mechanisms for learning, incorporates processes showing how perception is linked to action and emotion, and how experts capture the entirety of a situation. In doing so, the new theory addresses the issues problematic for Dreyfus’s and Simon’s theories. Implications for research and practice are discussed

    Library discovery through augmented reality: a game plan for academics

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    In order to create innovative pathways to services and resources, the authors propose placing a “game-layer” on top of the library, luring new patrons with the potential of playing an Alternate/Augmented Reality Game (ARG). Using both physical and virtual library space a variety of “nodes” are created, drawing players to various library locales even regular patrons may be unfamiliar with and presenting them with story fragments and puzzles. Each node requires players to use library resources like databases and books, or engage library staff at known service points in order to move forward. Players contribute to the game itself in the form of puzzle solutions. Far more illustrative than a guided tour or required course/class, this library ARG encourages players to discover and utilize resources within the context of the game, generating fluency in library systems, places and platforms. But more importantly, the ARG invites a process of “meta-level reflection” invaluable throughout a patron’s academic career

    A synthetic player for Ay᜞ board game using alpha-beta search and learning vector quantization

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    Game playing especially, Ay᜞ game has been an important topic of research in artificial intelligence and several machine learning approaches have been used, but the need to optimize computing resources is important to encourage the significant interest of users. This study presents a synthetic player (Ay᜞) implemented using Alpha-beta search and Learning Vector Quantization network. The program for the board game was written in Java and MATLAB. Evaluation of the synthetic player was carried out in terms of the win percentage and game length. The synthetic player had a better efficiency compared to the traditional Alpha-beta search algorithm

    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

    Selective search in games of different complexity

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