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Beyond Optimal Play in Two-Person-Zerosum Games

机译:除了两人零的最佳游戏之外

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Game tree search is the core of most attempts to make computers play games. Yet another approach is to store all possible positions in a database and to precompute the true values for all the positions. The databases allow computers to play optimally, in the sense that they will win every game once they reach a winning position. Moreover, they will never lose from a draw or win position. This is the situation that we find in games like Connect-4, in endgames of chess and in many other settings. Nevertheless, it has been observed that the programs do not play strongly when they have to play a tournament with strong, but non-perfect human players attending. In this paper we propose a mixture of game tree search and the database approach which attacks this problem on the basis of a known theoretical error analysis in game trees. Experiments show encouraging results.
机译:游戏树搜索是大多数尝试使计算机玩游戏的核心。另一种方法是将所有可能的位置存储在数据库中,并将所有位置的真实值预先计算。数据库允许计算机最佳地播放,从而在达到获胜位置后他们将赢得每场比赛。而且,他们永远不会丢失拉出或胜利的位置。这是我们在Connect-4这样的游戏中找到的情况,在CheSS中的最终象棋和许多其他设置中。尽管如此,人们已经观察到,当他们必须发挥锦标赛的竞技表明,而是不完美人类参与的时候,这些计划不会强烈发挥。在本文中,我们提出了一种游戏树搜索和数据库方法的混合,这在游戏树中的已知理论误差分析的基础上攻击了这个问题。实验表明令人鼓舞的结果。

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