While developing game playing applications the incremental approach can be taken. First stage is, human plays against human. In this stage program serve as a representation.
State
of the Art Game Programs
While
developing game playing applications the incremental approach can be taken.
First stage is, human plays against human. In this stage program serve as a
representation. The program checks for legal moves. In second stage, human
plays against program in which legal and good moves are made by program. The program
acts as coach in this stage. In third stage, program plays against program. The
learning component of the program enhances by playing games.
In
game playing good, evaluation function is crucial factor. A evaluation function
should consider all the factors like number of pieces, values associated with
each square on the board. Searching, looking ahead and exploring alternatives
should be tried using evaluation function.
Game
Playing Case Studies
•
Checkers (Samuels, Chinook) : Chinook ended 40-year-reign of human
world champion Marion Tinsley in 1994. It used an endgame database defining
perfect play for all positions involving 8 or fewer pieces on the board, a
total of 443,748,401,247 positions. Checkers is now solved!
•
Chess: Deep
Blue defeated human world champion Gary Kasparov in a six-game match in 1997.
Deep Blue examined 200 million positions per second, used very sophisticated
evaluation and undisclosed methods for extending some lines of search up to 40
ply. Current programs are even better, if less historic.
•
Othello (Logistello): In 1997, Logistello defeated human champion by six games
to none. Human champions refuse to compete against computers, which are too
good.
•
Go (Goemate, Go4++): Human champions are beginning to be challenged by machines,
though the best humans still beat the best machines. In Go, b> 300, so most
programs use pattern knowledge bases to suggest plausible moves, along with
aggressive pruning.
•
Backgammon (Tesauro's TD-gammon): Neural-net learning program TD Gammon is one of world's top
3 players.
Human
against program - Incremental Addition to the "Smartness" of the
program:
1.
Play randomly (but legal, may involve a non-trivial amount of
knowledge/computation).
2.
Have a static value associated with each square on the board.
3.
Have a dynamic value associated with each square on the board.
4.
Have an evaluation function taking other factors into account (for example, no.
of pieces).
Artificial Intelligence and Machine Learning: Unit I(e): Adversarial search : Tag: : Adversarial search - Artificial Intelligence and Machine Learning - State of the Art Game Programs
Artificial Intelligence and Machine Learning
CS3491 4th Semester CSE/ECE Dept | 2021 Regulation | 4th Semester CSE/ECE Dept 2021 Regulation