Any reason for using Computational Intelligence methods in classical mind board games?
نویسنده
چکیده
In the last two decades the advancement of AI/CI methods in classical board and card games (such as Chess, Checkers, Othello, Go, Poker, Bridge, ...) has been enormous. In nearly all “world famous” games the humans have been decisively conquered by the machines (actually Go remains almost the last redoubt of human supremacy). In the above perspective the natural question that comes to our minds is whether there is still any need for further development of CI methods in this area. What kind of goals can be achieved on this path? What are (if any) the challenging problems in this field? This paper tries to discuss these issues with respect to classical board mind games and provides partial (though highly subjective) answers to some of the open questions. The main conclusion from the arguments specified in the paper is that one of the major, ultimate goals of CI in classical board game research concerns possessing by machines the ability to mimic human approach to game playing. This includes the human-specific learning methods (learning from scratch, pattern-based learning, multitask and unsupervised learning) and human-type reasoning and decision making (efficient position estimation, abstraction and generalization of game features, autonomous development of evaluation functions, effective preordering of moves, and selective, contextual search). Three topics i.e. autonomous learning, knowledge discovery and intuition are discussed in this paper in more detail.
منابع مشابه
Moves in Mind: The Psychology of Board Games
by Fernand Gobet : Moves in Mind: The Psychology of Board Games ISBN : #1841693367 | Date : 2004-08-05 Description : PDF-1d948 | Board games have long fascinated as mirrors of intelligence, skill, cunning, and wisdom. While board games have been the topic of many scientific studies, and have been studied for more than a century by psychologists, there was until now no single volume summarizing ...
متن کاملOptimizing Fitness Function for the Game of Go-Moku
Game playing has been the area of research in Artificial intelligence. Particularly, board game playing programs are often described as being a combination of search and knowledge. Board Games, due to its very nature, provide dynamic environments that make them ideal area of computational intelligence theories, architectures, and algorithms. In board games, it has always been the challenging ta...
متن کاملComputational Intelligence in Mind Games
This chapter discusses recent achievements and possible perspectives of Computational Intelligence (CI) applied to mind games. Several noticeable examples of unguided, autonomous learning systems based on CI are presented and their properties analyzed. Considering the advantages and limitations of existing approaches a list of challenging issues and open problems in the area of intelligent game...
متن کاملComputational Intelligence Meets Game of Go @ IEEE WCCI 2012 [Society Briefs]
Since 2008, National University of Tainan (NUTN) in Taiwan and other academic organizations have hosted or organized several human vs. challenged the humans in the competition. In addition to observing how many advances have been made in artificial intelligence, the competition also observed physiological measurements for testing cognitive science on the game of Go. The topic is " the Most Stra...
متن کاملMinds , brains , and robots : Explorations in distributed adaptive control
The computational paradigm, which has dominated the study of mind over the last decades, is facing a number of fundamental problems. These problems can all be traced back to an underlying issue, which will be called "the problem of a prioris". This is the result of the concern with the question of how knowledge is used, while the question regarding its acquisition is ignored. A series of models...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
دوره شماره
صفحات -
تاریخ انتشار 2007