15 research outputs found
The phenomenon of Decision Oscillation: a new consequence of pathology in Game Trees
Random minimaxing studies the consequences of using a random number for scoring
the leaf nodes of a full width game tree and then computing the best move using the
standard minimax procedure. Experiments in Chess showed that the strength of play
increases as the depth of the lookahead is increased. Previous research by the authors
provided a partial explanation of why random minimaxing can strengthen play by showing
that, when one move dominates another move, then the dominating move is more likely
to be chosen by minimax. This paper examines a special case of determining the move
probability when domination does not occur. Specifically, we show that, under a uniform
branching game tree model, whether the probability that one move is chosen rather than
another depends not only on the branching factors of the moves involved, but also on
whether the number of ply searched is odd or even. This is a new type of game tree
pathology, where the minimax procedure will change its mind as to which move is best,
independently of the true value of the game, and oscillate between moves as the depth of
lookahead alternates between odd and even
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The Expected-Outcome Model of Two-Player Games
This paper introduces a new, crisp definition of two-player evaluation functions. These functions calculate a node's expected-outcome value. or the probability that a randomly chosen leaf beneath it will represent a win. The utility of these values to game programs will be assessed by a series of experiments that compare the performance of expected-outcome functions with that of some popular, previously studied evaluators. To help demonstrate the domain-independence of these new functions, the experiments will be run on variants of several games, including tic-tac-toe, Othello, and chess. In addition, the paper outlines a. new probabilistic model of game-trees which involves rethinking many long-accepted assumptions in light of the newly defined expected-outcome functions
Intelligent strategy for two-person non-random perfect information zero-sum game.
Tong Kwong-Bun.Thesis submitted in: December 2002.Thesis (M.Phil.)--Chinese University of Hong Kong, 2003.Includes bibliographical references (leaves 77-[80]).Abstracts in English and Chinese.Chapter 1 --- Introduction --- p.1Chapter 1.1 --- An Overview --- p.1Chapter 1.2 --- Tree Search --- p.2Chapter 1.2.1 --- Minimax Algorithm --- p.2Chapter 1.2.2 --- The Alpha-Beta Algorithm --- p.4Chapter 1.2.3 --- Alpha-Beta Enhancements --- p.5Chapter 1.2.4 --- Selective Search --- p.9Chapter 1.3 --- Construction of Evaluation Function --- p.16Chapter 1.4 --- Contribution of the Thesis --- p.17Chapter 1.5 --- Structure of the Thesis --- p.19Chapter 2 --- The Probabilistic Forward Pruning Framework --- p.20Chapter 2.1 --- Introduction --- p.20Chapter 2.2 --- The Generalized Probabilistic Forward Cuts Heuristic --- p.21Chapter 2.3 --- The GPC Framework --- p.24Chapter 2.3.1 --- The Alpha-Beta Algorithm --- p.24Chapter 2.3.2 --- The NegaScout Algorithm --- p.25Chapter 2.3.3 --- The Memory-enhanced Test Algorithm --- p.27Chapter 2.4 --- Summary --- p.27Chapter 3 --- The Fast Probabilistic Forward Pruning Framework --- p.30Chapter 3.1 --- Introduction --- p.30Chapter 3.2 --- The Fast GPC Heuristic --- p.30Chapter 3.2.1 --- The Alpha-Beta algorithm --- p.32Chapter 3.2.2 --- The NegaScout algorithm --- p.32Chapter 3.2.3 --- The Memory-enhanced Test algorithm --- p.35Chapter 3.3 --- Performance Evaluation --- p.35Chapter 3.3.1 --- Determination of the Parameters --- p.35Chapter 3.3.2 --- Result of Experiments --- p.38Chapter 3.4 --- Summary --- p.42Chapter 4 --- The Node-Cutting Heuristic --- p.43Chapter 4.1 --- Introduction --- p.43Chapter 4.2 --- Move Ordering --- p.43Chapter 4.2.1 --- Quality of Move Ordering --- p.44Chapter 4.3 --- Node-Cutting Heuristic --- p.46Chapter 4.4 --- Performance Evaluation --- p.48Chapter 4.4.1 --- Determination of the Parameters --- p.48Chapter 4.4.2 --- Result of Experiments --- p.50Chapter 4.5 --- Summary --- p.55Chapter 5 --- The Integrated Strategy --- p.56Chapter 5.1 --- Introduction --- p.56Chapter 5.2 --- "Combination of GPC, FGPC and Node-Cutting Heuristic" --- p.56Chapter 5.3 --- Performance Evaluation --- p.58Chapter 5.4 --- Summary --- p.63Chapter 6 --- Conclusions and Future Works --- p.64Chapter 6.1 --- Conclusions --- p.64Chapter 6.2 --- Future Works --- p.65Chapter A --- Examples --- p.67Chapter B --- The Rules of Chinese Checkers --- p.73Chapter C --- Application to Chinese Checkers --- p.75Bibliography --- p.7
Temporal Difference Learning in Complex Domains
PhDThis thesis adapts and improves on the methods of TD(k) (Sutton 1988) that were
successfully used for backgammon (Tesauro 1994) and applies them to other complex
games that are less amenable to simple pattem-matching approaches. The games
investigated are chess and shogi, both of which (unlike backgammon) require
significant amounts of computational effort to be expended on search in order to
achieve expert play. The improved methods are also tested in a non-game domain.
In the chess domain, the adapted TD(k) method is shown to successfully learn the
relative values of the pieces, and matches using these learnt piece values indicate that
they perform at least as well as piece values widely quoted in elementary chess books.
The adapted TD(X) method is also shown to work well in shogi, considered by many
researchers to be the next challenge for computer game-playing, and for which there
is no standardised set of piece values.
An original method to automatically set and adjust the major control parameters used
by TD(k) is presented. The main performance advantage comes from the learning
rate adjustment, which is based on a new concept called temporal coherence.
Experiments in both chess and a random-walk domain show that the temporal
coherence algorithm produces both faster learning and more stable values than both
human-chosen parameters and an earlier method for learning rate adjustment.
The methods presented in this thesis allow programs to learn with as little input of
external knowledge as possible, exploring the domain on their own rather than by
being taught. Further experiments show that the method is capable of handling many
hundreds of weights, and that it is not necessary to perform deep searches during the
leaming phase in order to learn effective weight
Temoral Difference Learning in Complex Domains
Submitted to the University of London for the Degree of Doctor of Philosophy in Computer Scienc