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T2FS-Based Adaptive Linguistic Assessment System for Semantic Analysis and Human Performance Evaluation on Game of Go

机译:基于T2FS的自适应语言评估系统,用于围棋游戏的语义分析和人类绩效评估

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The game of Go is a board game with a long history that is much more complex than chess. The uncertainties of this game will be higher when the board size gets bigger. For evaluating the human performance on Go games, one human could be advanced to a higher rank based on the number of winning games via a formal human against human competition. However, a human Go player's performance could be influenced by factors such as the on-the-spot environment, as well as physical and mental situations of the day, which causes difficulty and uncertainty in certificating the human's rank. Thanks to a sample of one player's games, evaluating his/her strength by classical models such as the Bradley–Terry model is possible. However, due to inhomogeneous game conditions and limited access to archives of games, such estimates can be imprecise. In addition, classical rankings (1 Dan, 2 Dan, …) are integers, which lead to a rather imprecise estimate of the opponent's strengths. Therefore, we propose to use a sample of games played against a computer to estimate the human's strength. In order to increase the precision, the strength of the computer is adapted from one move to the next by increasing or decreasing the computational power based on the current situation and the result of games. The human can decide some specific conditions, such as komi and board size. In this paper, we use type-2 fuzzy sets (T2FSs) with parameters optimized by a genetic algorithm for estimating the rank in a stable manner, independently of board size. More precisely, an adaptive Monte Carlo tree search (MCTS) estimates the number of simulations, corresponding to the strength of its opponents. Next, the T2FS-based adaptive linguistic assessment system infers the human performance and presents the results using the linguistic description. The experimental results show that the proposed approach is feasible for application to the adaptive linguistic ass- ssment on a human Go player's performance.
机译:Go游戏是具有悠久历史的棋盘游戏,比国际象棋复杂得多。当棋盘尺寸变大时,该游戏的不确定性会更高。为了评估围棋游戏中的人类表现,可以通过正式的人类对抗人类比赛,根据获胜游戏的数量将一个人类提升到更高的等级。但是,人类围棋运动员的表现可能会受到诸如现场环境以及当今身体和精神状况等因素的影响,这会给认证人类排名带来困难和不确定性。多亏了一个玩家的游戏样本,才有可能通过经典模型(例如Bradley-Terry模型)评估他/她的力量。但是,由于游戏条件不均匀以及对游戏档案的访问受到限制,因此这种估算可能不准确。此外,经典排名(1丹,2丹,...)是整数,这会导致对对手实力的估计不够精确。因此,我们建议使用在计算机上玩过的游戏样本来估算人的力量。为了提高精度,计算机的强度通过基于当前情况和游戏结果增加或减少计算能力而从一次移动适应到下一步。人类可以决定一些特定条件,例如komi和木板尺寸。在本文中,我们使用具有遗传算法优化参数的2型模糊集(T2FS),以稳定的方式估计等级,而与板子尺寸无关。更准确地说,自适应蒙特卡罗树搜索(MCTS)估计模拟的次数,这与其反对者的实力相对应。接下来,基于T2FS的自适应语言评估系统会推断人类的表现并使用语言描述来呈现结果。实验结果表明,所提出的方法适用于对围棋运动员的表现进行自适应语言评估。

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