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Visualization and Adjustment of Evaluation Functions Based on Evaluation Values and Win Probability

机译:基于评估值和获胜概率的评估函数的可视化和调整

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We present a method of visualizing and adjusting the evaluation functions in game programming in this paper. It is widely recognized that an evaluation function should assign a higher evaluation value to a position with greater probability of a win. However, this relation has not been utilized directly to tune evaluation functions because of the difficulty of measuring the probability of wins in deterministic games. We present the use of win percentage to utilize this relation in positions having the same evaluation value as win probability, where the positions we used were stored in a large database of game records. We introduce an evaluation curve formed by evaluation values and win probabilities, to enable evaluation functions to be visualized. We observed that evaluation curves form a sigmoid in various kinds of games and that these curves may split depending on the properties of positions. Because such splits indicate that an evaluation function that is visualized misestimates positions with less probability of winning, we can improve this by fitting evaluation curves to one. Our experiments with Chess and Shogi revealed that deficiencies in evaluation functions could be successfully visualized, and that improvements by automatically adjusting their weights were confirmed by self-plays.
机译:本文提出了一种可视化和调整游戏编程中评估函数的方法。公认的是,评估功能应将较高的评估值分配给获胜可能性更大的位置。但是,由于难以确定性游戏中获胜概率的测量,该关系尚未直接用于调整评估功能。我们介绍了使用获胜百分比在具有与获胜概率相同的评估值的位置中利用这种关系,其中我们使用的位置存储在大型游戏记录数据库中。我们引入由评估值和获胜概率形成的评估曲线,以使评估功能可视化。我们观察到评估曲线在各种游戏中形成了S型曲线,并且这些曲线可能会根据位置的属性而分裂。因为这样的分割表示可视化的评估函数错误地估计了获胜概率较小的位置,因此我们可以通过将评估曲线拟合为一个来改善这一点。我们对Chess和Shogi进行的实验表明,评估功能的缺陷可以成功地实现可视化,并且通过自动玩法可以自动调整权重来进行改进。

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