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The Layered Learning Method and Its Application to Generation of Evaluation Functions for the Game of Checkers

机译:分层学习方法及其在跳棋游戏评价函数生成中的应用

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In this paper we describe and analyze a Computational Intelligence (Cl)-based approach to creating evaluation functions for two player mind games (i.e. classical turn-based board games that require mental skills, such as chess, checkers, Go, Othello, etc.). The method allows gradual, step-by-step training, starting with end-game positions and gradually moving towards the root of the game tree. In each phase a new training set is generated basing on results of previous training stages and any supervised learning method can be used for actual development of the evaluation function. We validate the usefulness of the approach by employing it to develop heuristics for the game of checkers. Since in previous experiments we applied it to training evaluation functions encoded as linear combinations of game state statistics, this time we concentrate on development of artificial neural network (ANN)-based heuristics.
机译:在本文中,我们描述并分析了一种基于计算智能(Cl)的方法来为两个玩家心理游戏(即需要智力技能的经典回合棋盘游戏,如国际象棋,西洋跳棋,围棋,奥赛罗等)创建评估功能。 )。该方法允许逐步进行逐步训练,从游戏结束位置开始逐步向游戏树的根部移动。在每个阶段,将根据先前训练阶段的结果生成一个新的训练集,并且任何监督学习方法都可以用于评估功能的实际开发。我们通过采用该方法开发用于跳棋游戏的启发式方法,验证了该方法的有效性。由于在先前的实验中,我们将其应用于训练评估功能,这些评估功能被编码为游戏状态统计的线性组合,因此这次我们专注于基于人工神经网络(ANN)的启发式技术的开发。

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