Othello Sean Farrell July 13, 2017 Othello Two-player game played on 8x8 board All pieces have one white side and one black side Initial board setup is shown right, with valid moves marked as dots The Evolution of Strong Othello Programs Michael Buro, 2003 First computer Othello tournaments in 1979 In 1980, first time a World-champion lost a game of skill against a computer 6-0 defeat of then human World-champion in 1997 Evaluation Function Evolution Mini-max search used to estimate the chance of winning for the player with current move Construct function using features of board state that correlate with winning Important features Disc stability – stable discs cannot be flipped Disc mobility – move options Disc parity – last move opportunities for every empty board region IAGO (1982) Classic, hand-crafted evaluation function Features were chosen based on analysis of Othello Edge Stability & Internal Stability Current Mobility & Potential Mobility Evaluation parameters were done manually BILL (1990) Partly pattern based, feature weights are learned Edge Stability Current Mobility & Potential Mobility Sequence Penalty Evaluation speed increased by using precomputed tables In comparison, BILL wins all games against IAGO, with 20% the thinking time Logistello-1(1994) Pattern values learned independently from sample data Uses logistic regression to combine features Current Mobility & Potential Mobility Patterns Logistello-1(1994) Evaluation function is entirely table based All evaluation parameters are learned from sample positions Logistello uses selective search heuristic called ProbCut Dominated computer Othello until 1996 Logistello-2(1997) Joint learning of pattern values Assigning pattern values independently neglected pattern correlations Can assign arbitrary values to patterns whose meaning is not bound by limited human understanding of the problem Strength increase from 1994 version is tenfold Other Important Improvements Opening books Saves time Avoids falling into known strategic traps Less chance of losing two games in the same way End game search Allows for optimal play near end Takeshi Murakami vs. Logistello Michael Buro, 1997 Both humans and computers have improved playing Othello Against imperfect human players it pays off to complicate endgame positions, not so with strong Othello programs Human vs. Computer Takeshi Murakami Michael Buro and is program Logistello Discovering Complex Othello Strategies… D. E. Moriarty & Risto Miikkulainen, 1997 Found that experts search selective paths through pattern recognition Most programs used deeper searches to be effective Wanted a “human-like” approach Neural Networks Networks learned Othello without previous knowledge No hand-coded rules or heuristics Strategies evolved through play No search mechanism Goal was to discover strategies Implementation Neural networks relied on pattern recognition Used marker-based scheme with genetic algorithms Network architecture and weights evolve Population of 50 networks Initially evolved against random move maker Results Positional strategy against random mover after 100 generations Results Mobility strategy against searcher after 2000 generations Articles M. Buro, The Evolution of Strong Othello Programs, 2003 M. Buro, Takeshi Murakami vs. Logistello, 1997 D. E. Moriarty & R. Miikkulainen, Discovering Complex Othello Strategies Through Evolutionary Neural Networks, 1995 Websites Michael Buro http://www.cs.ualberta.ca/~mburo/ Neural Networks Research Group http://nn.cs.utexas.edu/ Free online Othello game http://brittany.angloinfo.com/games/iago.asp Questions ??
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