Knowledge Acquisition from Game Records Takuya Kojima, Atsushi Yoshikawa Dept. of Computer Science and Information Engineering National Dong Hwa University Reporter:Lo Jung-Yun Outline • • • • Introduction A Deductive Approach An Evolutionary Approach Conclusions 2 Introduction 3 Purpose • The knowledge of human experts has two important features: quality and quantity • Some systems have tried to acquire Go knowledge, most of them acquire only fixed-shaped knowledge • A new algorithm which yields more flexible knowledge is therefore necessary 4 Classification of Go knowledge • Classify Go knowledge according to two criteria – Form • Patterns • Sequence of moves • maxims – Degree of validity • Strict knowledge • Heuristic knowledge 5 Two Approaches • This paper focuses on pattern knowledge Deductive Approach Strict Knowledge Several rules are acquired from a single training example Evolutionary Approach Heuristic Knowledge Acquire a large amount of heuristic knowledge from a large amount of training examples 6 A Deductive Approach 7 System overview 8 Model introduction •Knowledge base –Basic rules –Forcing rules rulenfor : if (cond1 ... condm )then( ( BC*, s)( s x, y, t )) •Decision maker 9 Rule acquisition algorithm Chooses good moves to be learned Extracts relevant parts from board configuration Generalizes the position and the move 10 An Evolutionary Approach 11 Concept • Each rule takes the form of a production rule • There are no rules in the initial state • Feed, consume, and split – with activation value 12 Algorithm 13 Rules • Feeding – When five rules are matched… • Consuming – Each rule consumes activation value at each step – Rule whose activation value is 0 die • Splitting – If activation value is greater than threshold – split it! • Original rules → “parent” • Randomly add a new condition from among the objects on the current board 14 Application to Tsume-Go • Maybe many rules apply in the same situation – Assign priority • Priority assignment algorithm – Assignment of weight to rules – Probability of rule accuracy 15 Application to Tsume-Go • Compare with two algorithm – Fixed algorithm – Semi-fixed algorithm 16 Application to Tsume-Go 17 Conclusions • Explain 2 approaches: – Deductive – Evolutionary • The performance is as good as 1 dan human players 18
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