The Society of Shogi - A Research Agenda - Reijer Grimbergen Department of Informatics Yamagata University 2006/6/30 SIGGI-16 1 Outline Introduction The Society of Mind The Society of Shogi Building shogi agencies Conclusions and future work 2006/6/30 SIGGI-16 2 Introduction Marvin Minsky’s Society of Mind A general theory about the workings of the human mind Few attempts to implement the theory Research question Is a Society of Mind for games possible? 2006/6/30 SIGGI-16 3 The Society of Mind Important concepts of Minsky’s theory Agents Agencies Problem solving Growth 2006/6/30 SIGGI-16 4 The Society of Mind Agents Agent “Any part or process of the mind that by itself is simple enough to understand” K-lines Used to turn on a particular set of agents General classes: Nemes and Nomes 2006/6/30 SIGGI-16 5 The Society of Mind Nemes Nemes Represent aspects of the world Polynemes: invoke partial states in multiple agencies Micronemes: refer to aspects of a situation that are difficult to attach to any particular thing 2006/6/30 SIGGI-16 6 Color agency Red Green Blue Yellow Shape agency Square Oval Cost agency Round 100 \ Triangle 234 \ 198 \ 1000 \ Taste agency Foul Salty Delicious Sweet 2006/6/30 SIGGI-16 7 The Society of Mind Agencies Frames Used to construct agencies Represent a thing and all the other things or properties that relate to it in a certain way 2006/6/30 SIGGI-16 8 The Society of Mind Problem solving Difference-engines Reduce or eliminate the important differences between the current state and some desired state Censors and suppressors Censors suppress mental activity leading to unproductive actions Suppressors suppress the unproductive actions A-brains and B-brains B-brains monitor the activity of the A-brain 2006/6/30 SIGGI-16 9 The Society of Mind Growth Different forms of learning Accumulating: remembering each separate case Uniframing: finding a general description Transframing: bridging different representations Reformulation: new ways to describe existing knowledge Attachment figures Goal learning instead of skill learning 2006/6/30 SIGGI-16 10 The Society of Shogi The Society of Shogi Shogi agents Shogi agencies Problem solving in shogi Growth in shogi 2006/6/30 SIGGI-16 11 The Society of Shogi Shogi agents The basic shogi agents Input agents: location of pieces Output agents: knowing what a piece can do Basic K-lines Change the location of pieces Change the abilities of pieces 2006/6/30 SIGGI-16 12 The Society of Shogi Nemes in shogi Recognize castle agency Build castle agency Build Castle 1 B7i 2 B4f 3 K7i 4 K8h 2006/6/30 SIGGI-16 13 Recognize Yagura Yagura S6h Perception Agent S7g Recognize : G7h G5h Attack Perception Agent G6g : B8h Moves B7i B6h B4f Yagura Moves : S7i-6h Action Agent S6h-7g Action Agent G4i-5h G5h-6g B8h-7i Yagura Bogin S3i-4h : P3g-3f Yagura Attack P2g-2f B7i-6h Bogin P2f-2e B7i-4f Susume-sashi S4h-3g : Action Agent : : 2006/6/30 Action Agent SIGGI-16 14 The Society of Shogi Problem solving in shogi Difference engines Playing towards the optimal position Censors and suppressors Good players are unable to see bad moves A-brains and B-brains To avoid looping 2006/6/30 SIGGI-16 15 The Society of Shogi Growth in shogi Different types of learning in shogi Accumulating: Storing of the games that have been played Uniframing: Ibisha vs. Furibisha Transframing: Joining pawn attack Reformulation: Wall silver Attachment figures in shogi Professional players 2006/6/30 SIGGI-16 16 Building shogi agencies The three shogi agencies Recognition agency Lookahead agency Learning agency 2006/6/30 SIGGI-16 17 Building shogi agencies Recognition agency Recognition agency Context agency • Strategy, castle, attack strategy, piece attack, etc. Evaluation agency • Material, king danger, mobility, etc. 2006/6/30 SIGGI-16 18 Defend Piece Defend by drop Pawn drop Lance drop Knight drop Generate pawn drop on square Generate lance drop on square Generate knight drop on square 2006/6/30 Defend by move … Pawn move Lance move Knight move Generate pawn move on square Generate lance move on square Generate knight move on square SIGGI-16 … 19 Building shogi agencies Lookahead agency The lookahead agency Move generator agency • Capture piece, move attacked piece, attack king, etc. Search agency • Attach priority to moves • Satisficing • Feedback 2006/6/30 SIGGI-16 20 Building shogi agencies Learning agency The learning agency Overlooking a move • New agents need to be created Underestimating a move • Changing the activity level of the agents involved • Might need new agents 2006/6/30 SIGGI-16 21 Conclusions and future work Building a Society of Shogi seems possible Building agents and agencies will be timeconsuming Focusing on learning might be more efficient Problem: Minsky’s theory is relatively vague about learning Research plan Year 1: Recognizer agents and agencies Year 2: Lookahead agents and agencies Year 3: Learning agents and agencies 2006/6/30 SIGGI-16 22
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