An Alternative Approach for Playing Complex Games like Chess. - PowerPoint PPT Presentation

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An Alternative Approach for Playing Complex Games like Chess.

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Title: An Alternative Approach for Playing Complex Games like Chess.


1
An Alternative Approach for Playing Complex Games
like Chess.
Jan Lemeire May 19th 2008
2
Computer versus Brain
Research Topics
Deep Blue 600 million evaluations/second
Chess experts 10 patterns/second
3
Brute force chess playing
Most succesful!
Evaluation of future states
Alternative Game Playing Approach
3
4
Alternative game playing approaches
  • Decision-making used to map states to operators.
  • Explanation-Based Learning (EBL) try to learn
    the states that lead to advantageous situations.
  • States are identified by patterns.

5
Game State Evaluation
  • All approaches rely on a game state evaluation
  • measure goodness of state
  • Or
  • to select a good move.

My hypothesis is based on a problem with state
evaluation.
6
Example fork pattern.
Opportunity! Fork pattern is way to success!
Counter move Fork pattern does not give an
advantage
7
Correct evaluation problem
  • Consider two relevant patterns, P1 and P2
  • evaluation f(P1, P2)
  • 4 regions in state space should be considered

For example fork and make chess
8
Correct evaluation problem
  • Evaluation f(features or patterns).
  • One has to capture all situations in which the
    pattern leads to a successful outcome, all
    counter plans have to be excluded.
  • Evaluation of pattern combinations heavily
    depends on game context!
  • Features alone do not give us the right
    information.

9
Known problem in literature
  • Deep Blue relied on looking as far as possible
    into the future and just a simple state
    evaluation.
  • However, even simple patterns like a knight fork
    are non-trivial to formalize Fürnkranz 2001.
  • Learning too many too specialized rules with
    explanation-based learning, Minton 1984,
    Epstein, Gelfand and Joanna Lesniak 1996 (HOYLE
    pattern-based learning).
  • Even in simple games, such as tic-tac-toe, 45
    concepts were learned with 52 exception clauses,
    Fawcett and Utgoff 1991.

9
10
Hypothesis
  • The impact of a pattern on the outcome of the
    game entirely depends on whether or not some
    states, called the effects, are attained during
    the continuation of the game.

11
New kind of knowledge
  • Fork ? win a piece
  • Weak kings defense ? successful attack on the
    king
  • Pressure ? successful combination

Patterns denote opportunities, advantages have to
be verified.
Alternative Game Playing Approach
11
E.g. fork bad defense of the king can we have a
successful attack on the king or get an advantage
by putting pressure on the king bad defense ?
pressure ? advantage
12
Alternative game playing
White recognizes pattern 1 White has to
check in game tree whether - a positive effect
can be attained - black can neutralize pattern
1
Hypothesis More efficient than brute force tree
exploration
  • Second hypothesis this works if one can quickly
    evaluate interfering patterns

13
Similar to human game playing!
  • Chess experts rely on falsification (Cowley and
    Byrne, 2004).
  • Humans can easily recognize and identify
    patterns, but have difficulties formally defining
    them.
  • Humans can pinpoint the patterns that were
    decisive in a game, can answer why-questions.
  • not by current computer game playing
  • Humans can reason about a game.

14
Hypothesis requires theoretical or experimental
confirmation
  • Test
  • by simulation of games ? no decisive conclusion
    yet.
  • Pattern engine needed that is able to
  • Describe patterns
  • Recognize patterns
  • Extract patterns
  • Reason with patterns
  • White attacks two black pieces with a fork, one
    of the pieces can make chess. White thus has to
    move its king and black can bring his second
    piece into safety.
  • Theoretical proof?
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