!"#$ &'"()*+, -.$ /$01 234$5 675"* 89 :;51$)* Department of Computer Science Hunter College and The Graduate School of The City University of New York 695 Park Avenue, New York, NY 10021 [email protected] <=51>"?1 Computer programs now play many board games as well or better than the most expert humans. Human players, however, learn, plan, allocate resources, and integrate multiple streams of knowledge. This paper highlights recent achievements in game playing, describes some cognitively-oriented work, and poses three related challenge problems for the AI community. !"#$ &'"()*+ "5 " @3#")* Work on games has had several traditional justifications. Given unambiguous rules, playing a game to win is a well-defined problem. A game’s rules create artificial world states whose granularity is explicit. There is an initial state, a state space with clear transitions, and a set of readily describable goal states. Without intervening instrumentation, games are also noise-free. For these reasons, as well as for their ability to amuse, games have often been referred to as “toy domains.” To play the most difficult games well, however, a program must contend with fundamental issues in AI: knowledge representation, search, learning, and planning. There are two principal reasons to continue to do research on games, despite Deep Blue’s triumph (Hamilton and Hedberg 1997). First, human fascination with game playing is long-standing and pervasive. Anthropologists have catalogued popular games in almost every culture. Indeed, the same game, under various names, often appears on many continents (Bell 1969; Zaslavsky 1982). Games intrigue us because they address important cognitive functions. In particular, the games humans like to play are probably the ones we are good at, the ones that capitalize on our intellectual strengths and forgive our weaknesses. A program that plays many games well must simulate important cognitive skills. The second reason to continue game-playing research is that some difficult games remain to be won, games that people play very well but computers do not. These games clarify what our current approach lacks. They set challenges for us to meet, and they promise ample rewards. This paper summarizes the role of search and knowledge in game playing, the state of the art, and recent relevant data on expert human game players. It then shows how cognitive skills can enhance a game-playing program, and poses three new challenge problems for the AI community. Although rooted in game playing, these challenges could enhance performance in many domains. 6$">?. "*A B*3C'$A+$ In this paper, a !"#$ is a multi-agent, noise-free, discrete space with a finite set of objects (the %&"'()! %($+$,) and a finite, static set of rules for %&"' (agents’ serial behavior). The rules delineate where playing pieces can reside in the space, and when and how +-).$,.")., (the agents) can #-v$ (transform one state into another). A %-,(.(-) is a world state in a game; it specifies the location of the playing pieces and the agent permitted to act (the #-v$0). The rules specify time limits for computation, a set of initial states, and a set of .$0#()"& states in which no agent is the mover. The rules assign to each terminal state a gametheoretic value, which can be thought of as a numerical score for each agent. The goal of each agent is to reach a terminal state that optimizes the game-theoretic value from its perspective. This definition includes finite-board games (e.g., tic-tac-toe and chess), games with imperfect information (e.g., poker and backgammon), and games with sequential team play (e.g., bridge), but excludes parallel activities (e.g., tennis and soccer). A game may be represented by a !"#$ .0$$, in which each node represents a position and each link represents one action by one agent (called a %&')1 A +-).$,. at a game is a finite path through a game tree from an initial state. A contest ends at the first terminal state it reaches; it may also be terminated by the rules because a resource limit has been exceeded or because a position has repeatedly occurred. The -2.+-#$ of a contest is the value of its terminal state, or the value (typically a draw) that the rules assign to a terminated contest1 An -%.(#"& #-v$ from position % is an action that creates a position with maximal value for the mover in %. In a terminal state, that value is determined by the rules; in a non-terminal state, it is the best result the mover can achieve if subsequent play to the end of the contest is always optimal. An $v"&2".(-) 32)+.(-) maps positions to scores for each agent. A %$03$+. evaluation function pre- ser$es order among all positions0 game1theoretic $alues5 a heuristic one attempts to approximate them. Gi$en a subtree whose lea$es are labeled by an e$alua1 tion function= a minimax algorithm backs those $alues up= one ply at a time= selecting the optimal mo$e at each node ?Shannon 1B5DE. Fith a small game tree= prior to any play one can minimax the $alues of all terminal nodes to com1 pute the game1theoretic $alue of e$ery node ?full retrograde analysisE and cache those $alues with the op1 timal mo$es. The resultant table is a perfect e$aluation function that can eliminate search during competition. In a challenging game= a perfect e$aluation function is unknown to human experts= and full retrograde analysis is intractable= as the search space siIes in Table 1 indicate. During play= exhaustive search ?from the current position to only terminal statesE followed by minimax could theo1 retically identify the correct mo$e. The number of nodes $isited during such search is dependent both on the game0s branch factor ?a$erage number of legal mo$es from each positionE and the depth of the subtree. Unless a contest is near completion or few pieces remain on the board= such a search is likely to be intractable. Table 1: Lstimated a$erage branch factor and search space siIe for some challenging board games. Game :oard Pieces :ranch factor Space Checkers N ! N 24 N Q 2D 5R1D2D Chess N!N 32 35 1D12D Shogi B!B 4D ND 1 15D 1D22T Go 1B ! 1B 3N1 25D 1D3TD Resource conser$ation during game tree search has been attempted in both hardware and software. Vardware designed for a particular e$aluation function can speed computation. Deep Blue0s custom chess1searching chips= for example= enabled it to e$aluate 5D to 1DD billion mo$es in three minutes= sometimes to depths o$er 3D ply. Search algorithms can also impro$e efficiency. Some $ariations preser$e exhausti$e search0s correctness: sa$1 ing pre$iously e$aluated positions in a transposition table= the "1# algorithm ?Slate and Atkin 1BZZE= extensions along promising lines of play= and extensions that include forced mo$es ?Anantharaman= Campbell= and Vsu 1BBDE. [ther search algorithms take conser$ati$e risks= pruning unpromising lines early ?Berliner 1BNZE or seeking a sta1 ble heuristic e$aluation ?Beal 1BBDE. Still others grow a best1first tree= guided by $alues estimated for the current lea$es ?Baum and Smith 1BBZ5 \cAllester 1BNN5 ]alay 1BN55 Ri$est 1BNZE. Fhate$er its search mechanisms= howe$er= a powerful game playing program typically plays only a single game= because it also relies on knowl1 edge. ^nowledge can be incorporated into a game1playing program in three standard ways. First= formulaic beha$ior early in play ?openingsE is prerecorded in an opening book. Larly in a contest= the program identifies the current opening and continues it. Second= knowledge about im1 portant principles in a game ?e.g.= control of the centerE is embedded in a heuristic e$aluation function. During play= the typical program searches to generate a subtree rooted at the current node= applies its heuristic e$aluation func1 tion to the lea$es of that subtree= and minimaxes those $alues to estimate the correct mo$e. Finally= partial retro1 grade analysis may be performed offline= to calculate and store some true game1theoretic $alues and optimal mo$es. For nodes se$eral ply from a terminal node= this is called a closing book. Because a heuristic e$aluation function always returns any a$ailable closing book $alues= the larger the closing book= the more accurate the e$aluation and the better a search engine is likely to perform. The best programs use both search and knowledge to win at difficult games. !"# %&'&# () &"# *+& ,"#-.#+/ '01 -"#// In 1BB4= Chinook became the world0s champion checker player ?Schaeffer 1BBZE. Its opening book had ND=DDD positions= and its 1D1gigabyte closing book had some 443 billion positions= e$ery position in which no more than eight checkers remain on the board. In the course of its de$elopment= it became clear that Chinook0s ultimate prowess would be its knowledge base. As its closing book grew= Chinook impro$ed. L$entually= with only the last N ply sol$ed completely= Chinook defeated \arion Tinsley= long the human world champion. In 1BBT= Garry ^asparo$ defeated Deep Blue= but in 1BBZ he lost to a program that used the same special1 purpose hardware. In the inter$ening year= the program had recei$ed a substantial infusion of grandmaster1le$el knowledge. Its e$aluation function had been strengthened= and its opening book had `a few thousand aitemsb chosen to match aitsb stylec plus statistics on grandmasters0 open1 ing play in TDD=DDD contests. Its closing book included all chess positions with fi$e or fewer pieces= as well as num1 ber of mo$es to completion. Chinook and Deep Blue are examples of brute force= the exploitation of search and knowledge on a heretofore1 unprecedented scale. Lach of them had a search engine that explored enormous subtrees= and supported that search with extensi$e opening and closing books. Lach also had a carefully tuned= human1constructed= heuristic e$aluation function= with features whose relati$e impor1 tance was well understood in the human expert community. There are= howe$er= games whose large branch factors preclude deep search= games where human experts cannot pro$ide all the knowledge computers need to win. ]rograms that play such games well ha$e learned offline. !ac$gammon) +t-ello) and Scra33le! Current target6 In 1997 Logistello defeated Takeshi 5urakami, the human world Othello champion ?@uro 199AB, winning all 6 contests in the match. LogistelloEs heuristic evaluation function is primarilG a weighted comHination of simple patterns that appear on the Hoard, such as horiIontal or diagonal lines. ?ParitG and stage, how far a contest has progressed, are also included.B To produce this evaluation function, 1.5 million weights for conLunctions of these features were calculated with gradient descent during offline training, from analGsis of 11 million positions. Although it uses a sophisticated search algorithm and a large opening Hook, LogistelloEs evaluation function is the keG to its prowess. No more than 22 moves Hefore the end of a contest, Logistello correctlG computes the outcome. TD-gammon, the Hest Hackgammon program HG far, also relies on an evaluation function that was learned offline. TD-gammon narrowlG lost at the AAAI-9A Hall of Champions to world champion 5alcolm Davis HG eight points over 100 contests. In Hackgammon, the dice introduce a Hranch factor of T00, rendering extensive, Deep@lue-stGle search impossiHle. Instead, TD-gammon models decision making with a neural network pretrained HG temporal difference learning on millions of offline contests Hetween two copies of the program. During competition, TD-gammon uses its model to select a move after a 2-to-3-plG search. Since a reworking of its douHling algorithm, Tesauro estimates that TD-gammon has a slight advantage over the Hest human experts. In the 199A AAAI Hall of Champions, 5aven defeated grandmaster Adam Logan 9 contests to 5 at ScraHHle! , a game in which contestants place one-letter tiles into a crossword format. 5aven is the Hest ScraHHle! program, and among the top plaGers of the game ?Sheppard 1999B. ScraHHle! is suHLect to chance ?tiles are chosen at randomB and includes imperfect information ?unplaGed tiles are concealedB. 5aven uses a standard, game-specific move generator ?Appel and XacoHson 19AAB and the @Y search algorithm ?@erliner 1979BZ what distinguishes it from other programs is its learned evaluation function. Indeed, since their 1992 announcement, 5avenEs weights have Hecome the standard for human and machine plaGers. The current version also includes a proHaHilistic simulation of tile selection with 3-plG lookahead. Although these three programs search and emploG extensive knowledge, the changes that made them champions were ultimatelG changes to their learned evaluation functions. The creators of these programs gave learning a headstart: the right raw material from which to construct a powerful evaluation function. If the Hranch factor is too large, however, even a good evaluation function maG He not He enough. Research on Hridge and poker, card games of imperfect information, is ongoing. One program found five errors in the Official EncGclopedia of @ridge with a new heuristic techni^ue ?_rank, @asin, and 5atsuHara 199AB. Loki now plaGs poker `Hetter than the average cluH plaGera ?Schaeffer 1999B. At the same time, work on two perfect information games indicates that neither Hrute force nor offline learning will suffice. Shogi is a chess-like game, with generals and lances instead of ^ueens. In addition, most shogi pieces can He promoted to other pieces with more varied legal moves. _urther complexitG is introduced HG the aHilitG to drop ?add to oneEs own forces anG piece previouslG captured from the oppositionB anGwhere on the Hoard. Shogi has a much larger Hranch factor than chess and, Hecause of dropping, rarelG ends in a draw. Positions are rarelG quiet ?having a relativelG staHle heuristic evaluation in a small suHtreeB. Shogi has its own annual computer tournament, Hut no entrG has Get plaGed as well as a strong amateur. Go presents an even greater challenge. Professional bo plaGers develop slowlG, tGpicallG after 10 Gears of full time studG. Amateur bo plaGers are ranked from 30 kGu to 1 kGu, and then from 1 dan to 6 dan. Professional plaGers are ranked aHove that, from 1 to 9 dan. The Ing Cup, estaHlished in 19A6, promises approximatelG c1.A million for the first program to defeat TaiwanEs three Hest 1T-to16 Gear-old plaGers Hefore 2000. Such a program would He ranked aHout 3 dan professional, a level hundreds of people attain. The Hest bo-plaGing program, however, now ranks onlG aHout T kGu. The bo-programming communitG generallG acknowledges that the Ing Cup will expire without Heing won. Heuristics are essential for games of incomplete information, which are NP-hard ?@lair, 5utchler, and Liu 1993B. TheG are also necessarG to plaG shogi and bo well, Hut the re^uisite knowledge is inaccessiHle. @ecause their endgames are likelG to have a larger Hranch factor and at least as manG plaGing pieces, the generation of a useful closing Hook is intractaHle. dnowledge for a heuristic evaluation function is also proHlematic. In shogi, unlike chess, there is not even human consensus on the relative strength of the individual pieces ?@eal and Smith 199AB. In bo, the rules distinguish no stone ?plaGing pieceB from anG other of the same colorZ a stoneEs significance is determined HG the position. There are, moreover, thousands of possiHle bo features whose interactions are not well understood. To excel at their current targets, game plaGing programs will need something more. Cogniti8e Science and 9ame Pla;ing Cognitive scientists seeking the source of human prowess have studied expert game plaGers for more than a centurG. !"e$ &'(e !"#$#%#&'( &)'*+,)-.&+ o0 .eo.1e+2 3e)4'1 ,om6 me*&')$ d8)-*g '*d '0&e) .1'$: ;og*-&-3e +,-e*&-+&+ '1+o 8+e "-g"1$ ',,8)'&e de3-,e+ &o &)',( e<.e)&+2 e$e mo3e6 me*&+: !oge&"e)= .)o&o,o1+ '*d e$e mo3eme*& d'&' +8gge+& "ow e<.e)&+ .1'$: Perception and cognition ?e8)o+,-e*&-+&+ "'3e -de*&-0-ed d-+&-*,& )eg-o*+ -* &"e "86 m'* 4)'-* 0o) 3-+8'1 .e),e.&-o* '*d 0o) "-g"61e3e1 )e'+o*-*g: @* .eo.1e= &"e)e -+ e3-de*,e &"'& .e),e.&8'1 +'1-e*,e ,8e+ 08*,&-o*'1 +-g*-0-,'*,e= &"e)e4$ d-)e,&-*g "8m'* '&&e*&-o* A!3e)+($ BCDCE: !"-+ -+ ,o))o4o)'&ed 4$ &-med -m'ge+ o0 ' ,"e++ .1'$e)2+ 4)'-* d8)-*g de,-+-o* m'(-*g A?-,"e11-= F)'0m'*= G-e&)-*-= H1w'$= ;')&o*= '*d I-1e&-," BCCJE: Ge),e.&-o* '..e')+ &o 4eg-* 0-)+&= 0o16 1owed +omew"'& 1'&e) A'*d &"e* -* .')'11e1 w-&"E )e'+o*-*g '*d &"e-) -*&eg)'&-o*: @*deed= .)o&o,o1+ o* g'me .1'$e)+ )eg81')1$ "-g"1-g"& '!)$*)& %#,-*$*#-( ' .)o,e++ w"e)e4$ .eo.1e '&&e*d &o 3-+8'1 0e'&8)e+= de&e)m-*e &"e-) +-g*-0-,'*,e= '*d &"e* 3'18e &"em ',,o)d-*g1$: !"-+ -+ w"$ .eo.1e .1'$ 4e&&e) w-&"o8& 41-*d0o1d+ K 3-+-o* *o& o*1$ 0o,8+e+ &"e-) '&&e*&-o*= 48& -+ '1+o '* -*&eg)'1 .')& o0 de,-+-o* m'(-*g: F-3e* &"e 1-*( 4e&wee* &"em= '&&e*&-o* &o .e),e.&8'11$ +'1-e*& 0e'&8)e+ ,o81d ,8e 1e')*-*g '4o8& 08*,&-o* A!3e)+($ BCCLE: M"e* ' .e)+o* *eed+ &o 1e')* '* e3'18'6 &-o* 08*,&-o* 0o) .1'$-*g &"e g'me+ ,o*+-de)ed "e)e= +"e )e,e-3e+ +&)o*g 3-+8'1 ,8e+ 0o) &"e -m.o)&'*& 0e'&8)e+N &"e 1o,'&-o* o0 .1'$-*g .-e,e+ '*d &"e +"'.e+ &"e$ 0o)m o* &"e 4o')d: Oow m-g"& &"e+e ,8e+ 4e -*&eg)'&ed w-&" "-g"6 1e3e1 )e'+o*-*gP H .o+-&-o* ,'* 4e de+,)-4ed -* &e)m+ o0 !)$$."-'= )e1'6 &-o*+ 4e&wee* .1'$-*g .-e,e+: M"e* e')1$ )e+81&+ 0o8*d *o me'+8)'41e d-00e)e*,e -* e<.e)&+2 '*d 'm'&e8)+2 +e')," Ade F)oo& BCQRE= ;"'+e '*d S-mo* .)o.o+ed &"'& ,"e++ e<.e)&-+e 1'$ -* &"e ',T8-+-&-o* '*d '..1-,'&-o* o0 8*o)6 de)ed +.'&-'1 .'&&e)*+ &"e$ ,'11ed %/0-1'2 U<.e)& g'me .1'$e)+= &"e$ &"eo)-Ved= (*ew m'*$ -m.o)&'*& .'&&e)*+= )e,og*-Ved &"em T8-,(1$= '*d '++o,-'&ed ' mo3e +e1e,&-o* me,"'*-+m w-&" &"em: We&&e) .1'$e)+ wo81d +-m.1$ (*ow mo)e ,"8*(+= '*d .)o.o+e mo3e+ '..)o.)-'&e &o &"em. X-+,)e&e ,"8*(+ we)e *o& de&e,&ed -* Fo AYe-&m'* BCZQE= "owe3e)= *o) w'+ .'&&e)* )e,og*-&-o* '1o*e '41e &o ',,o8*& 0o) d-00e)e*,e+ de&e,&ed mo)e )e,e*&1$ -* &"e w'$ 4e&&e) ,"e++ .1'$e)+ +e')," AFo4e& BCCDE: Io)eo3e)= e<6 &e*+-3e +&8d-e+ -*d-,'&e &"'& e<.e)& Fo .1'$e)+ 8+e *o& o*1$ +&'&-, .'&&e)*+ 48& '1+o d$*'m-, o*e+ A[o+"-('w' '*d S'-&o BCCZE: M-&" o*1$ o*e (-*d o0 .-e,e 0o) e'," ,o*&e+&'*&= Fo '..e')+ &o )eT8-)e ' d-00e)e*& (-*d o0 1oo(6 -*g= o*e &"'& d$*'m-,'11$ -*3e+&+ +&o*e+ w-&" m81&-.1e )o1e+= -*&e)1e'3-*g .e),e.&-o* w-&" ,og*-&-o* AW8)me-+&e)= S'-&o= [o+"-('w'= '*d M-1e+ BCCZE: G)o0e++-o*'1 Fo .1'$e)+ 0o,8+ed o* 1oo('"e'd '*d \good +"'.e=] '* '46 +&)',& -m'ge o0 ,e)&'-* .')&+ o0 &"e ,8))e*& .o+-&-o*= '* -m'ge &"'& 1oo('"e'd m'*-.81'&e+ '*d )e0o)m81'&e+ A[o+"-('w' '*d S'-&o BCCZE: Fo e<.e)&+ -* &"o+e e<.e)-6 me*&+ 1oo(ed '& o*1$ ' +m'11 .')& o0 &"e 4o')d= 4e&wee* +&o*e+= '+ -0 *'))ow-*g &"e-) o.&-o*+= '*d o* )e,'11 o0&e* '&&)-48&ed ' .1'8+-41e me'*-*g &o ' mo3e: @* )e+.o*+e= +e3e)'1 &"eo)-e+ &"'& '**o&'&e .'&&e)*+ "'3e 4ee* .)o6 .o+ed= -*,18d-*g 1')ge)= 0)'me61-(e +&)8,&8)e+ ,'11ed $.3!&)$.' AFo4e& '*d S-mo* BCCQE '*d mo)e 01e<-41e= mo)e e1'4o)'&e +&)8,&8)e+ ,'11ed /45"*6 !)$$."-' A[o+"-('w' '*d S'-&o BCCZE: M"-,"e3e) &"eo)$ .)o3e+ ,o))e,&= 3-+-o* -+ ,e)&'-* &o .1'$ '* -*&eg)'1 )o1e: Less search and 2no3ledge U<.e)& "8m'* g'me .1'$e)+ "'3e 0'+& ',,e++ &o 1')ge +&o)e+ o0 ,')e0811$ o)g'*-Ved= g'me6+.e,-0-, (*ow1edge w"-," &"e$ 8+e 4o&" &o 0o,8+ &"e-) '&&e*&-o* '*d &o g8-de +e'),": ;om.')ed &o ,"'m.-o* .)og)'m+= "owe3e)= "86 m'* e<.e)&+ "'3e 0') +m'11e) o.e*-*g '*d ,1o+-*g 4oo(+: !"e-) .'&&e)*6o)-e*&ed )e.)e+e*&'&-o* 0o) &"-+ d'&' '..e')+ &o 4e 'd'.&ed &o ' +.e,-0-, g'me AU-+e*+&'d& '*d ^')ee3 BCZRE '*d &'-1o)ed o*1$ &o .o+-&-o*+ &"'& ,'* ')-+e d8)-*g .1'$ A;"'+e '*d S-mo* BCZ_E: ;om.')ed &o ,"'m.-o* .)og)'m+= "8m'* e<.e)&+ '1+o ,o*+-de) 0ewe) '1&e)*'&-3e+ '*d +e')," 1e++ dee.1$: ;"e++ e<.e)&+ ,o*+-de) o*1$ ' 0ew mo3e+= '*d )')e1$ +e')," mo)e &"'* D o) C .1$ AFo4e& BCCDE: Fo e<.e)&+ .e)0o)m )e1'&-3e1$ +m'11 +e'),"e+= w-&" '3e)'ge de.&" J '*d m'<-m8m 4)'*," 0',&o) _ A[o+"-('w' '*d S'-&o BCCZE: O8m'* e<.e)&+ 0o,8+ &"e-) '&&e*&-o* o* %)-6*6)$. 3#7.' A&"o+e wo)&"$ o0 +e')," &o e3'18'&e &"em 08)&"e)E mo)e T8-,(1$ &"'* *o3-,e+: U$e mo3eme*& +&8d-e+ ,o*0-)m &"-+ -* 4o&" ,"e++ '*d FoN e<.e)&+ 1oo( '& 3e)$ 0ew .o-*&+ w"e* &"e$ +o13e ' &e+& .)o41em Ade F)oo& BCQR` Fo4e& BCCD` [o+"-('w' '*d S'-&o BCCZE: !"e Fo .1'$e)+2 +.eed -+ .')&-,81')1$ )em')('41eN -* L:aKL:_ +e,o*d+ &"e e<6 .e)&2+ e$e 0-<'&e+ o* &"e ,o))e,& mo3e: H,,om.'*$-*g .)o&o,o1+ +8gge+& &"'& &"e +e1e,&-o* o0 ,'*d-d'&e mo3e+ -*3o13e+ 4o&" -*0e)e*,e '*d .'&&e)* )e,og*-&-o*: Alternative cognitive mechanisms !"e)e -+ -*,)e'+-*g e3-de*,e= 0)om ' 3')-e&$ o0 dom'-*+= &"'& .eo.1e ')$*'8*%.= &"'& -+= m'(e ' de,-+-o* &"'& -+ good e*o8g": S'&-+0-,-*g o0&e* -*&eg)'&e+ ' 3')-e&$ o0 +&)'&eg-e+ &o ',,om.1-+" .)o41em +o13-*g AW-+w'+= Fo1dm'*= b-+"e)= W"83'= '*d F1ewwe BCCR` ;)ow1e$ '*d S-eg1e) BCC_` Y'&&e)m'* '*d U.+&e-* BCCRE: S'&-+0-,-*g m'$ '1+o -*6 ,18de &"e '4-1-&$ &o )e'+o* 0)om -*,om.1e&e o) -*,o*+-+&e*& -*0o)m'&-o*: Geo.1e de3e1o. e<.e)&-+e o3e) &-me= &")o8g" +&8d$ '*d ,om.e&-&-o*` &"e$ do *o& 4eg-* ' *ew g'me '+ e<.e)&+ AU)-,++o*= ^)'m.e= '*d !e+,"6Ycme) BCC_` Oo1d-*g BCDRE: X8)-*g de3e1o.me*&= .eo.1e 1e')*= .')&-,81')1$ 0)om &"e-) m-+&'(e+= w"e)e'+ ' de&e)m-*-+&-, .)og)'m m'(e+ &"e +'me e))o) )e.e'&ed1$: H1&"o8g" !X6g'mmo*= dog-+&e11o= '*d I'3e* "'3e 1e')*ed e3'18'&-o* 08*,&-o*+= &"e$ do *o& 1e')* 0)om &"e-) m-+&'(e+ d8)-*g ,om.e&-&-o*= t"e wa' (eo(*e wo+*d. .or do (eo(*e re0+ire mi**ions of contests to ac"ie7e ex(ert stat+s. T"e initia* *earning c+r7e in ;o, for exam(*e, can =e 7er' ra(id > a ? @'+ ran@ can =e reac"ed in se7era* mont"s ASaito and Cos"iD @awa EFFGH. In addition, as (eo(*e "a7e more ex(erience wit" a tas@, t"eir s(eed at it genera**' im(ro7es. In conD trast, (rograms w"ose e7a*+ation f+nction f+nctions re*' +(on more @now*edge t'(ica**' re0+ire more time at eac" searc" node, res+*ting in s"a**ower searc" t"at can deD grade (erformance AAnant"araman, Cam(=e**, and Ls+ EFF0N O+ro EFFPH. Protoco*s a*so (ro7ide extensi7e e7idence of "ig"D*e7e* *ang+age conce(ts +sed to form+*ate s+=goa*s, and of (*anning to reac" t"ose s+=goa*s. ;ame (*a'ing ex(erts s+mmariRe some of t"eir @now*edge t"is wa'. T"e' +se !"#!$#% As"ortDterm (*ansH and %!&"!'($'% A*ongDterm (*ansH to ma@e decisions and to ex(*ain t"eir =e"a7ior to eac" ot"er. T"is is (artic+*ar*' accessi=*e from (rotoco*s on masters (*a'ing So+dan ;o, w"ere eac" side is (*a'ed in a se(arate room =' a free*' comm+nicating team of two (*a'ers ACos"i@awa, SoTima, and Saito EFFPH. T"e (rotoD co*s demonstrate t"at U=ot" sides c*ear*' +nderstand t"eir o((onentVs intention and t"eir +nderstandings agree comD (*ete*'W ASaito and Cos"i@awa EFFGH. S+c" e7idence moti7ated t"e annotation of tem(*ates and "'=rid (atterns wit" 7aria=i*iRed (*ans and strategies. !"#$nin' )o +#)is-ic" )*+,' is a (rogram w"ose cogniti7e orientation ena=*es it to (*a' a =road 7ariet' of games s+r(rising*' we**. Xi@e (eo(*e, =+t +n*i@e t"e (rograms descri=ed t"+s far, Lo'*e can (*a' an' twoD(erson, (erfect information, finiteD=oard game, gi7en t"e r+*es AY(stein, ;e*fand, and Xoc@ EFFPH. To date it "as *earned on*ine, d+ring com(etition, to (*a' EP games ex(ert*' in rea* time. T"e games, on twoD and t"reeDdimensiona* =oards of 7ario+s s"a(es, are drawn from ant"ro(o*og' texts, and are intended to ca(t+re (ro=*ems t"at intrig+e (eo(*e. A*t"o+g" t"eir game trees are re*ati7e*' sma** At"e *argest "as on*' se7era* =i**ion statesH, t"e s(eed wit" w"ic" Lo'*e masters t"em, and its trans(arenc', ma@e t"e a((roac" of interest "ere. Lo'*e =egins an' new game as a no7ice, =+t it @nows w"at to *earn. As it (*a's, it grad+a**' ac0+ires .%'/., 01*2,'3(', (ro=a=*' correct and (ossi=*' a((*ica=*e inD formation from t"e contests it "as ex(erienced. Yac" @ind of +sef+* @now*edge is (res(ecified, wit" its own re(reD sentation and a (roced+re to *earn it. An o(ening, for exam(*e, mig"t =e *earned as a tree =' rote. Lo'*e a*so =egins wit" a set of mo7eDse*ection rationD a*es ca**ed 435$%*&%6 ;i7en t"e ac0+ired +sef+* @now*edge for a game and a (osition from it, an Ad7isor can recomD mend or ca+tion against an' n+m=er of mo7es =' generating #*77'1!%. Ad7isors are s+=Tect to reso+rce *imits, =+t not to an' +niform decision (rocess or re(reD sentation. Ad7isors are categoriRed into t"ree tiers. T"ose in tier E re*' on s"a**ow searc" and *earned gameDt"eoretic 7a*+es to (ro7ide (erfect g+idance on a sing*e mo7e, mandating its se*ection or a7oidance. TierDE Ad7isors ma@e eas' decisions 0+ic@*', and (re7ent o=7io+s =*+nders. Zictor', for exam(*e, ma@es an immediate*' winning mo7e. A** ot"er Ad7isors are "e+ristic, eit"er =eca+se t"e' de(end +(on ind+ced +sef+* @now*edge or =eca+se t"eir reasonD ing met"od is a((roximate*' correct. [ateria*, for exam(*e, enco+rages (iece ca(t+re in tier \. TierD2 Ad7iD sors ad7ocate a se0+ence of mo7es Aa 8,"1H, w"i*e tierD\ Ad7isors ad7ocate a sing*e mo7e. Comments are com=ined to se*ect a mo7e, as s"own in ^ig+re E. Ad7isors are cons+*ted seria**' in tiers E and 2, w"ere t"e first Ad7isor a=*e to determine t"e next mo7e does so. In tier \ Ad7isors are cons+*ted in (ara**e*, and a weig"ted com=ination of t"eir comment strengt"s se*ects t"e =est mo7e. _eig"ts are =ot" gameDde(endent and stageDde(endent, and are *earned. `n a few sim(*e games, Lo'*e "as =een cogniti7e*' 7a*idated, t"at is, its *earning and decision ma@ing "a7e =een s"own simi*ar to t"at of (eo(*e Aaatterman and Y(D stein EFF?H. Indeed, t"e (rogram intentiona**' "as man' of t"e "a**mar@s of "+man ex(ert (*a'b c Lo'*e satisfices. _"i*e it decides in rea* time, it to*erD ates incom(*ete and incorrect information, entertains a 7ariet' of conf*icting rationa*es sim+*taneo+s*', and deD grades gracef+**' in +nfami*iar sit+ations. ac?uired use.ul k-o2led5e positio- le5al moves Aictor9 Tier 1' (eactio- .rom per.ect k-o2led5e <o-!t Bose <ecisio- = 9es e@ecute decisio- -o CkD1 Tier 2' 7la--i-5 tri55ered b9 situatioreco5-itio- Cm <ecisio- = 9es -o Tier 3' Heuristic reactio-s Material C9ber Greedom Aoti-5 9$(.&' :; A sc"ematic for Lo'*eds mo7e se*ection. ! #$%&' &'()*+ ,-./0&%1 23 -+-(&&% (/4.'5'+ .3+ '67')3.+' .* &'++ 34(* 899 /$*3'+3+1 ! #$%&' .+ 3)(*+7()'*31 23 /(* '67&(.* .3+ :$5'+ 34)$-;4 ( *(3-)(& &(*;-(;' .*3')7)'3(3.$* $< .3+ =>5.+$)+? /$::'*3+1 ! #$%&' .*3';)(3'+ 5.+-(& 7')/'73.$* @.34 4.;4A&'5'& )'(A +$*.*;1 23+ (&&$@(*/' <$) :-&3.7&' )'7)'+'*3(3.$*+B .* -+'<-& 0*$@&'>;' (*> .* =>5.+$)+B +-77$)3+ 34.+1 C4' /-)A )'*3 7$+.3.$*B <$) '6(:7&'B /(* D' +.:-&3(*'$-+&% )'7)'+'*3'> (+ ( &.+3B (* ())(%B ( D.7()3.3' ;)(74B ( +'3 $< <.6'>A+4(7' 7(33')*+B (*> ( +'3 $< 7.'/'A>'&.*'(3'> 3')).3$A ).'+1 ! #$%&' &.*0+ 7')/'73.$* @.34 <-*/3.$*1 23 &'()*+ 5.+-(&&%A D(+'>B 4.;4A&'5'&B ;(:'A>'7'*>'*3 /$*/'73+ (+ ;(:'A +7'/.<./ =>5.+$)+ <$) 3.') 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(33(/0+ ()' @.&> (*> 4$7'&'++ $) '&+' 5')% 3.:.>1W NV(.3M0.* 8RR9X1 H$:' ;)$-*>D)'(0.*; @$)0 $* 34.+ 4(+ D''* >$*' .* 7$0') NP.&&.*;+B ](77B H/4('<<')B (*> HM(<)$* 8RR^X (*> L$ N2+$M(0. (*> Y(3+-*$ 8RR_X1 C4' ;'*')(3.$* (*> (*(&%+.+ $< +-::()% +3(3.+3./+ @$-&> D' ( )'(+$*(D&' @(% 3$ /$*3.*-'1 ]&(* >'3'/3.$* .+ )',-.)'>B (+ @'&& (+ +$:' )'7)'+'*3(3.$* <$) 5$&.3.$*B (;;)'++.$*B (*> ).+01 Y*$@&A '>;' (D$-3 ':$3.$*+ (*> 34' (D.&.3% 3$ ;'*')(3' :'3(74$)+ +4$-&> 7)$5' 4'&7<-&1 (ro3lem :: Annot&te & contest ]'$7&' (**$3(3' ( /4'++ /$*3'+3 D$34 :$5' D% :$5' N'1;1B OF() <)$: &$+.*; ( 3':7$B P&(/0 4(+ )'(&&% ;(.*'> 3.:' +.*/' 34' 0*.;43 +3$$> D'33') $* >S 34(* DEWX (*> @.34 3(/3./+ (*> +3)(3';% N'1;1B O3)% 3$ 7&(% >GA>SB D).*; 34' 0*.;43 $* D8 3$ 'GB (*> <$&&$@ -7 @.34 `<EA'aB 7&(%.*; $* 34' >()0 +,-()'+1WX =**$3(3.$*+ /$*3(.* /$::'*3()% (*> $<3'* >.(;)(:+1 H.*/' 8RREB 34' 2*3')*(3.$*(& b$:7-3') b4'++ =++$/.(3.$* 4(+ (@()>'> (* (**-(& 7).M' 3$ 34' 7)$;)(: 34(3 D'+3 (**$3(3'+ (* .*7-3 /4'++ /$*3'+3 .* )'(& 3.:'B D-3 '*3).'+ ()' <'@ (*> ,-.3' :(/4.*'A&.0' NPc$)*++$* (*> d()+&(*> 8RR^X1 ])$;)(:+ ()' '*/$-)(;'> 3$ 7)$7$+' 5().(3.$*+B .*/&->' @).33'* /$::'*3+B (*> 7)$A 5.>' '67&(*(3$)% >.(;)(:+1 C4' +'/$*> /4(&&'*;' 7)$D&': .+ 3$ (**$3(3' ( /$*3'+3 +$ @'&& 34(3 7'$7&' /(**$3 >.+3.*;-.+4 .3 <)$: ( 4-:(*A ;'*')(3'>B 7$7-&()&% 7-D&.+4'> (**$3(3.$*B +(% <)$: The New +ork Times. = +$&-3.$* :-+3 ;'*')(3' D$34 *(3-)(& &(*;-(;' (*> (77)$7).(3' >.(;)(:+1 23 @.&& (&+$ )',-.)' 4.;4A&'5'& /$*/'73+ (77)$7).(3' 3$ 34' ;(:'B /$*3'63A +'*+.3.5' 7')+7'/3.5'+B (*> 34' .*>-/3.$* $< ( :$>'& <$) '(/4 /$*3'+3(*3 (+ (* (;'*3 @.34 .*3'*3.$*+ (*> 34' (D.&.3% 3$ >'/'.5'1 (ro3lem <: =e&c/ & g&me I*' :'(+-)' $< 4-:(* '67')3.+' .+ 34' (D.&.3% 3$ /$*5'% 0*$@&'>;'1 C4' 34.)> /4(&&'*;' 7)$D&': .+ 3$ 4(5' (* '67')3 ;(:' 7&(%.*; 7)$;)(: N34' instructorX 3'(/4 .3+ +0.&& 3$ ( 7')+$* $) (*$34') 7)$;)(: N34' studentX1 C$ >$ 34.+ @'&&B 34' .*+3)-/3$) :-+3 <.)+3 (*(&%M' (*> )'7)'+'*3 .3+ $@* 0*$@&'>;'1 `'63B 34' .*+3)-/3$) @$-&> :$>'& 34' +3->'*3?+ 0*$@&'>;'B >.(;*$+' .3+ @'(0*'++'+B (*> <$):-A &(3' ( /-))./-&-:1 2*+3)-/3.$* /$-&> D' 7)'+'*3'> (+ 7$+.3.$*+B &.*'+ $< 7&(%B $) '*3.)' /$*3'+3+B (&& /$-/4'> .* (77)$7).(3' *(3-)(& &(*;-(;'1 =* (*(&%+.+ $< 34' +3->'*3?+ &'()*.*; +3%&' .+ &.0'&% 3$ 7)$5' 4'&7<-&1 I*/' 34' +3->'*3 /$*+.+3'*3&% 7&(%+ (+ @'&& (+ 34' 3'(/4')B 34' 7)$D&': @.&& D' +$&5'>1 .oncl>s+on b4(:7.$* 7)$;)(:+ 34-+ <() &(/0 /$;*.3.5' <'(3-)'+ $<3'* /.3'> (+ 4(&&:()0+ $< 4-:(* .*3'&&.;'*/'e $*&.*' &'()*.*;B 7&(**.*;B (*> 34' (D.&.3% 3$ /$::-*./(3' 0*$@&'>;'1 C4')' .+ ( ;)$@.*; .*3')'+3B 4$@'5')B .* )'(/3.5'B 4.')()A /4./(& +(3.+<./')+ &.0' #$%&'B (*> .* 34' 0.*> $< (;'*3 interaction and modeling targeted by the challenge problems posed here (Dobson and Forbus 1999). We can look forward, therefore, to programs that narrow their options, learn from their mistakes, model other agents, explain their rationales, and teach us to play better. Ackno&ledgments This work was supported in part by NSF grant E9423085. Thanks to Michael Buro, Murray Campbell, Takuya Kojima, Jonathan Schaeffer, Brian Sheppard, Gerry Tesauro, and Atsushi Yoshikawa for generously sharing their substantial expertise. Discussions with Hans Berliner, Ian Frank, Jack Gelfand, Esther Lock, and Donald Michie have inspired and informed much of this work. References Anantharaman, T., Campbell, M. S. and Hsu, F.-h. 1990. Singular Extensions: Adding Selectivity to Brute-Force Searching. !"#$%$&$'( *+#,(($-,+&,, 43(1): 99-110. Appel, A. W. and Jacobson, G. J. 1988. The World[s Fastest Scrabble Program. ./001+$&'#$/+2 /% #3, !.4, 31(5): 572-578. Baum, E. B. and Smith, W. D. 1997. A Bayesian Approach to Relevance in Game Playing. !"#$%$&$'( *+#,(($-,+&,, 97: 195-242. 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In ."/&,,0$+-1 /% #2, G/D#2 O/",'+ *+#,"+'#$/+'( 4/+%,",+&, /+ 4/-+$#$L, G&$,+&,. casla#sk:' C. 19-2. @$& @'& @/, '+0 C#2," @2",,5$+5'5 B/Q <'=,1J %"/= !+&$,+# >-H:# #/ #2, I/0,"+ 4/=5 :D#,". QeK HorkE CroKell. FOR SLIDES For slides: 2The real art in chess is to evaluate the factors because they are so different. What is more important, one pawn or the open lineE WhatFs more important, the weak position of your king or some initiative on the queensideEJ 2At the highest level, chess is a talent to control unrelated things.J 2Some positions are so complex that you cannot calculate even two moves ahead.J Karpov continued: He avoids weaknesses and waits for his opponent to make mistakes. He works to neutralize threats and gain control of certain squares and files, so that with his superior technique he will be able to win in the end game.
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