10,089 research outputs found
Depth, balancing, and limits of the Elo model
-Much work has been devoted to the computational complexity of games.
However, they are not necessarily relevant for estimating the complexity in
human terms. Therefore, human-centered measures have been proposed, e.g. the
depth. This paper discusses the depth of various games, extends it to a
continuous measure. We provide new depth results and present tool
(given-first-move, pie rule, size extension) for increasing it. We also use
these measures for analyzing games and opening moves in Y, NoGo, Killall Go,
and the effect of pie rules
The Burden of Choice, the Complexity of the World and Its Reduction: The Game of Go/Weiqi as a Practice of "Empirical Metaphysics
The main aim of the text is to show how a game of Go (Weiqi, baduk, Igo) can serve as a
model representation of the ontological-metaphysical aspect of the actorânetwork theory
(ANT). An additional objective is to demonstrate in return that this ontological-metaphysâ ical
aspect of ANT represented on Go/Weiqi game model is able to highlight the key
aspect of this theoryâonto-methodological praxis
Why Philosophers Should Care About Computational Complexity
One might think that, once we know something is computable, how efficiently
it can be computed is a practical question with little further philosophical
importance. In this essay, I offer a detailed case that one would be wrong. In
particular, I argue that computational complexity theory---the field that
studies the resources (such as time, space, and randomness) needed to solve
computational problems---leads to new perspectives on the nature of
mathematical knowledge, the strong AI debate, computationalism, the problem of
logical omniscience, Hume's problem of induction, Goodman's grue riddle, the
foundations of quantum mechanics, economic rationality, closed timelike curves,
and several other topics of philosophical interest. I end by discussing aspects
of complexity theory itself that could benefit from philosophical analysis.Comment: 58 pages, to appear in "Computability: G\"odel, Turing, Church, and
beyond," MIT Press, 2012. Some minor clarifications and corrections; new
references adde
Regular Boardgames
We propose a new General Game Playing (GGP) language called Regular
Boardgames (RBG), which is based on the theory of regular languages. The
objective of RBG is to join key properties as expressiveness, efficiency, and
naturalness of the description in one GGP formalism, compensating certain
drawbacks of the existing languages. This often makes RBG more suitable for
various research and practical developments in GGP. While dedicated mostly for
describing board games, RBG is universal for the class of all finite
deterministic turn-based games with perfect information. We establish
foundations of RBG, and analyze it theoretically and experimentally, focusing
on the efficiency of reasoning. Regular Boardgames is the first GGP language
that allows efficient encoding and playing games with complex rules and with
large branching factor (e.g.\ amazons, arimaa, large chess variants, go,
international checkers, paper soccer).Comment: AAAI 201
A Survey of Monte Carlo Tree Search Methods
Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work
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