7 research outputs found

    A hybridisation technique for game playing using the upper confidence for trees algorithm with artificial neural networks

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    In the domain of strategic game playing, the use of statistical techniques such as the Upper Confidence for Trees (UCT) algorithm, has become the norm as they offer many benefits over classical algorithms. These benefits include requiring no game-specific strategic knowledge and time-scalable performance. UCT does not incorporate any strategic information specific to the game considered, but instead uses repeated sampling to effectively brute-force search through the game tree or search space. The lack of game-specific knowledge in UCT is thus both a benefit but also a strategic disadvantage. Pattern recognition techniques, specifically Neural Networks (NN), were identified as a means of addressing the lack of game-specific knowledge in UCT. Through a novel hybridisation technique which combines UCT and trained NNs for pruning, the UCTNN algorithm was derived. The NN component of UCT-NN was trained using a UCT self-play scheme to generate game-specific knowledge without the need to construct and manage game databases for training purposes. The UCT-NN algorithm is outlined for pruning in the game of Go-Moku as a candidate case-study for this research. The UCT-NN algorithm contained three major parameters which emerged from the UCT algorithm, the use of NNs and the pruning schemes considered. Suitable methods for finding candidate values for these three parameters were outlined and applied to the game of Go-Moku on a 5 by 5 board. An empirical investigation of the playing performance of UCT-NN was conducted in comparison to UCT through three benchmarks. The benchmarks comprise a common randomly moving opponent, a common UCTmax player which is given a large amount of playing time, and a pair-wise tournament between UCT-NN and UCT. The results of the performance evaluation for 5 by 5 Go-Moku were promising, which prompted an evaluation of a larger 9 by 9 Go-Moku board. The results of both evaluations indicate that the time allocated to the UCT-NN algorithm directly affects its performance when compared to UCT. The UCT-NN algorithm generally performs better than UCT in games with very limited time-constraints in all benchmarks considered except when playing against a randomly moving player in 9 by 9 Go-Moku. In real-time and near-real-time Go-Moku games, UCT-NN provides statistically significant improvements compared to UCT. The findings of this research contribute to the realisation of applying game-specific knowledge to the UCT algorithm

    Explanatory machine learning for sequential human teaching

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    The topic of comprehensibility of machine-learned theories has recently drawn increasing attention. Inductive Logic Programming (ILP) uses logic programming to derive logic theories from small data based on abduction and induction techniques. Learned theories are represented in the form of rules as declarative descriptions of obtained knowledge. In earlier work, the authors provided the first evidence of a measurable increase in human comprehension based on machine-learned logic rules for simple classification tasks. In a later study, it was found that the presentation of machine-learned explanations to humans can produce both beneficial and harmful effects in the context of game learning. We continue our investigation of comprehensibility by examining the effects of the ordering of concept presentations on human comprehension. In this work, we examine the explanatory effects of curriculum order and the presence of machine-learned explanations for sequential problem-solving. We show that 1) there exist tasks A and B such that learning A before B has a better human comprehension with respect to learning B before A and 2) there exist tasks A and B such that the presence of explanations when learning A contributes to improved human comprehension when subsequently learning B. We propose a framework for the effects of sequential teaching on comprehension based on an existing definition of comprehensibility and provide evidence for support from data collected in human trials. Empirical results show that sequential teaching of concepts with increasing complexity a) has a beneficial effect on human comprehension and b) leads to human re-discovery of divide-and-conquer problem-solving strategies, and c) studying machine-learned explanations allows adaptations of human problem-solving strategy with better performance.Comment: Submitted to the International Joint Conference on Learning & Reasoning (IJCLR) 202

    Using features for automated problem solving

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    We motivate and present an architecture for problem solving where an abstraction layer of "features" plays the key role in determining methods to apply. The system is presented in the context of theorem proving with Isabelle, and we demonstrate how this approach to encoding control knowledge is expressively different to other common techniques. We look closely at two areas where the feature layer may offer benefits to theorem proving — semi-automation and learning — and find strong evidence that in these particular domains, the approach shows compelling promise. The system includes a graphical theorem-proving user interface for Eclipse ProofGeneral and is available from the project web page, http://feasch.heneveld.org

    An Investigation of Supervised Learning in Genetic Programming

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    Centre for Intelligent Systems and their Applicationsstudentship 9314680This thesis is an investigation into Supervised Learning (SL) in Genetic Programming (GP). With its flexible tree-structured representation, GP is a type of Genetic Algorithm, using the Darwinian idea of natural selection and genetic recombination, evolving populations of solutions over many generations to solve problems. SL is a common approach in Machine Learning where the problem is presented as a set of examples. A good or fit solution is one which can successfully deal with all of the examples.In common with most Machine Learning approaches, GP has been used to solve many trivial problems. When applied to larger and more complex problems, however, several difficulties become apparent. When focusing on the basic features of GP, this thesis highlights the immense size of the GP search space, and describes an approach to measure this space. A stupendously flexible but frustratingly useless representation, Anarchically Automatically Defined Functions, is described. Some difficulties associated with the normal use of the GP operator Crossover (perhaps the most common method of combining GP trees to produce new trees) are demonstrated in the simple MAX problem. Crossover can lead to irreversible sub-optimal GP performance when used in combination with a restriction on tree size. There is a brief study of tournament selection which is a common method of selecting fit individuals from a GP population to act as parents in the construction of the next generation.The main contributions of this thesis however are two approaches for avoiding the fitness evaluation bottleneck resulting from the use of SL in GP. to establish the capability of a GP individual using SL, it must be tested or evaluated against each example in the set of training examples

    Synthesis of Chess and Chess-like Endgames by Recursive Optimisation

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    Ising Graphical Model

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    The Ising model is an important model in statistical physics, with over 10,000 papers published on the topic. This model assumes binary variables and only local pairwise interactions between neighbouring nodes. Inference for the general Ising model is NP-hard; this includes tasks such as calculating the partition function, finding a lowest-energy (ground) state and computing marginal probabilities. Past approaches have proceeded by working with classes of tractable Ising models, such as Ising models defined on a planar graph. For such models, the partition function and ground state can be computed exactly in polynomial time by establishing a correspondence with perfect matchings in a related graph. In this thesis we continue this line of research. In particular we simplify previous inference algorithms for the planar Ising model. The key to our construction is the complementary correspondence between graph cuts of the model graph and perfect matchings of its expanded dual. We show that our exact algorithms are effective and efficient on a number of real-world machine learning problems. We also investigate heuristic methods for approximating ground states of non-planar Ising models. We show that in this setting our approximative algorithms are superior than current state-of-the-art methods

    Combined optimization algorithms applied to pattern classification

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    Accurate classification by minimizing the error on test samples is the main goal in pattern classification. Combinatorial optimization is a well-known method for solving minimization problems, however, only a few examples of classifiers axe described in the literature where combinatorial optimization is used in pattern classification. Recently, there has been a growing interest in combining classifiers and improving the consensus of results for a greater accuracy. In the light of the "No Ree Lunch Theorems", we analyse the combination of simulated annealing, a powerful combinatorial optimization method that produces high quality results, with the classical perceptron algorithm. This combination is called LSA machine. Our analysis aims at finding paradigms for problem-dependent parameter settings that ensure high classifica, tion results. Our computational experiments on a large number of benchmark problems lead to results that either outperform or axe at least competitive to results published in the literature. Apart from paxameter settings, our analysis focuses on a difficult problem in computation theory, namely the network complexity problem. The depth vs size problem of neural networks is one of the hardest problems in theoretical computing, with very little progress over the past decades. In order to investigate this problem, we introduce a new recursive learning method for training hidden layers in constant depth circuits. Our findings make contributions to a) the field of Machine Learning, as the proposed method is applicable in training feedforward neural networks, and to b) the field of circuit complexity by proposing an upper bound for the number of hidden units sufficient to achieve a high classification rate. One of the major findings of our research is that the size of the network can be bounded by the input size of the problem and an approximate upper bound of 8 + √2n/n threshold gates as being sufficient for a small error rate, where n := log/SL and SL is the training set
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