Improving heuristic mini-max search by supervised learning
نویسنده
چکیده
This article surveys three techniques for enhancing heuristic game-tree search pioneered in the author’s Othello program LOGISTELLO, which dominated the computer Othello scene for several years and won against the human World-champion 6–0 in 1997. First, a generalized linear evaluation model (GLEM) is described that combines conjunctions of Boolean features linearly. This approach allows an automatic, data driven exploration of the feature space. Combined with efficient least squares weight fitting, GLEM greatly eases the programmer’s task of finding significant features and assigning weights to them. Second, the selective search heuristic PROBCUT and its enhancements are discussed. Based on evaluation correlations PROBCUT can prune probably irrelevant sub-trees with a prescribed confidence. Tournament results indicate a considerable playing strength improvement compared to full-width α-β search. Third, an opening book framework is presented that enables programs to improve upon previous play and to explore new opening lines by constructing and searching a game-tree based on evaluations of played variations. These general methods represent the state-of-the-art in computer Othello programming and begin to attract researchers in related fields. 2002 Elsevier Science B.V. All rights reserved.
منابع مشابه
Using Mini-Bucket Heuristics for Max-CSP
This paper evaluates the power of a new scheme that generates search heuristics mechanically. This approach was presented and evaluated rst in the context of optimization in belief networks. In this paper we extend this work to Max-CSP. The approach involves extracting heuristics from a parameterized approximation scheme called Mini-Bucket elimination that allows controlled trade-o between comp...
متن کاملNetwork Tournament Pedagogical Approach Involving Game Playing in Artificial Intelligence
Game playing and genetic algorithms (GAs) are two important topics in artificial intelligence (AI). In this work we employ network tournament to assist in teaching these concepts associated with AI. Three exercises that implement a game-playing program are designed to help students learn relevant topics in AI. The first exercise involves game theory, e.g. mini-max search and alpha-beta pruning....
متن کاملImproving the Ant System :
Ant System is a general purpose heuristic algorithm inspired by the foraging behavior of real ant colonies. Here we introduce an improved version of Ant System, that we called MAX{ MIN Ant System. We describe the new features present in MAX{MIN Ant System, make a detailed experimental investigation on the contribution of the design choices to the improved performance and give computational resu...
متن کاملImproving the Ant System : A Detailed Report on theMAX { MIN Ant
Ant System is a general purpose heuristic algorithm inspired by the foraging behavior of real ant colonies. Here we introduce an improved version of Ant System, that we called MAX{ MIN Ant System. We describe the new features present in MAX{MIN Ant System, make a detailed experimental investigation on the contribution of the design choices to the improved performance and give computational resu...
متن کاملMachine Learning for Integer Programming
Mixed Integer Programs (MIP) are solved exactly by tree-based branch-and-bound search. However, various components of the algorithm involve making decisions that are currently addressed heuristically. Instead, I propose to use machine learning (ML) approaches such as supervised ranking and multi-armed bandits to make better-informed, input-specific decisions during MIP branch-andbound. My thesi...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید
ثبت ناماگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید
ورودعنوان ژورنال:
- Artif. Intell.
دوره 134 شماره
صفحات -
تاریخ انتشار 2002