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    The Layered Learning Method and its Application to Generation of Evaluation Functions for the Game

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    Abstract. In this paper we describe and analyze a Computational Intelligence (CI)-based approach to creating evaluation functions for two player mind games (i.e. classical turn-based board games that require mental skills, such as chess, checkers, Go, Othello, etc.). The method allows gradual, step-by-step training, starting with end-game positions and gradually moving towards the root of the game tree. In each phase a new training set is generated basing on results of previous training stages and any supervised learning method can be used for actual development of the evaluation function. We validate the usefulness of the approach by employing it to develop heuristics for the game of checkers. Since in previous experiments we applied it to training evaluation functions encoded as linear combinations of game state statistics, this time we concentrate on development of artificial neural network (ANN)-based heuristics. Games provide cheap, reproducible environments suitable for testing new search algorithms, pattern-based evaluation methods or learning concepts. Since the seminal papers devoted to programming chess [1-3] and checkers Most examples of application of CI methods to mind game playing make use of either reinforcement learning methods, neural networks-based approaches, evolutionary methods or hybrid neuro-genetic solutions, e.g. in chess The main focus of this paper is on testing the efficacy of what we call Layered Learning -a generally-applicable approach to building the evaluation function for twoplayer games (checkers in here) which can be implemented either in the evolutionary mode or as a gradient backpropagation-type neural network training. The method, originally proposed i
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