Neural Networks for State Evaluation in General Game Playing

author:Daniel Michulke, Dresden University of Technology
published: Oct. 20, 2009,   recorded: September 2009,   views: 44
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Slides

Slides
0:00 Neural Networks for State Evaluation in General Game Playing
0:07 Outline - 1
0:28 Outline - 2
0:34 AI beats World Champion in Chess (1997) - 1
0:43 AI beats World Champion in Chess (1997) - 2
1:00 AI beats World Champion in Chess (1997) - 3
1:10 Classic Agent Development
1:24 GGP Agent Development
1:44 The Game Description Language (GDL)
2:11 GDL Keywords
3:10 GDL - an example
4:14 Gameplay: State to Legal Moves - 1
4:29 Gameplay: State to Legal Moves - 2
4:55 Gameplay: State to Legal Moves - 3
4:58 Gameplay: State to Legal Moves - 4
5:08 Gameplay: State to Legal Moves - 5
5:51 Gameplay: State to Legal Moves - 6
6:17 Outline - 3
6:29 Existing Systems - Principle
7:18 Idea
7:39 Propositionalize Goal
7:58 Propositionalize Goal - Uni cation
8:47 Propositionalize Goal - Ground Instantiation
9:11 Propositionalized Goal
9:24 Proof Tree
9:32 Proof Tree To Neural Network
10:21 C-IL2 P Parameters
11:09 Propositional Proof Tree for Goal Condition - 1
11:20 Propositional Proof Tree for Goal Condition - 2
11:45 Resolution problem of C - IL2P
12:37 Modi cations to C-IL2P
13:05 Training with Terminal States
14:02 Training with Non-Terminal States - 1
14:07 Training with Non-Terminal States - 2
14:28 Training with Non-Terminal States II - 1
14:35 Training with Non-Terminal States II - 2
14:56 Outline - 4
15:01 Pentago
15:25 3D-Tic-Tac-Toe
15:39 Tests
16:24 Comparison against Fluxplayer
16:42 Results - Initial Evaluation Quality - 1
16:54 Results - Initial Evaluation Quality - 2
17:05 Results - Initial Evaluation Quality - 3
17:21 Results - Evaluation Quality with Learning - 1
17:34 Results - Evaluation Quality with Learning - 2
17:51 Results - Evaluation Quality with Learning - 3
18:10 Results - Real-Time Performance Learning
18:57 Discussion - 1
19:50 Discussion - 2
20:27 Future Work
20:51 Thank you for your attention!

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Description

Unlike traditional game playing, General Game Playing is concerned with agents capable of playing classes of games. Given the rules of an unknown game, the agent is supposed to play well without human intervention. For this purpose, agent systems that use deterministic game tree search need to automatically construct a state value function to guide search. Successful systems of this type use evaluation functions derived solely from the game rules, thus neglecting further improvements by experience. In addition, these functions are fixed in their form and do not necessarily capture the game’s real state value function. In this work we present an approach for obtaining evaluation functions on the basis of neural networks that overcomes the aforementioned problems. A network initialization extracted from the game rules ensures reasonable behavior without the need for prior training. Later training, however, can lead to significant improvements in evaluation quality, as our results indicate.

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