Automatic Construction of a Heuristic Search Function for General Game Playing
نویسندگان
چکیده
General Game Playing (GGP) is the art of designing programs that are capable of playing previously unknown games of a wide variety by being told nothing but the rules of the game. This is in contrast to traditional computer game players like Deep Blue, which are designed for a particular game and can’t adapt automatically to modifications of the rules, let alone play completely different games. General Game Playing is intended to foster the development of integrated cognitive information processing technology. In this article we present an approach to General Game Playing using a novel way of automatically constructing a search heuristics from a formal game description. Our system is being tested with a wide range of different games. Most notably, it is the winner of the AAAI GGP Competition 2006.
منابع مشابه
Automatic Heuristic Construction in a Complete General Game Player
Computer game players are typically designed to play a single game: today’s best chess-playing programs cannot play checkers, or even tic-tac-toe. General Game Playing is the problem of designing an agent capable of playing many different previously unseen games. The first AAAI General Game Playing Competition was held at AAAI 2005 in order to promote research in this area. In this article, we ...
متن کاملIn Proceedings of the Twenty - First National Conference on Artificial Intelligence ( AAAI - 06 ) , Boston , MA , July 2006 . Automatic Heuristic Construction in a Complete General Game Player ∗
Computer game players are typically designed to play a single game: today’s best chess-playing programs cannot play checkers, or even tic-tac-toe. General Game Playing is the problem of designing an agent capable of playing many different previously unseen games. The first AAAI General Game Playing Competition was held at AAAI 2005 in order to promote research in this area. In this article, we ...
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Introduction Creating programs that can play games such as chess, checkers, and backgammon, at a high level has long been a challenge and benchmark for AI. While several game-playing systems developed in the past, such as Deep Blue (Campbell, Jr., & Hsu 2002), Chinook (Schaeffer et al. 1992), and TD-gammon (Tesauro 1994) have demonstrated competitive play against human players, such systems are...
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