DocumentCode :
1841283
Title :
Learning and knowledge generation in General Games
Author :
Sharma, Shiven ; Kobti, Ziad ; Goodwin, Scott
Author_Institution :
Sch. of Comput. Sci., Univ. of Windsor, Windsor, ON
fYear :
2008
fDate :
15-18 Dec. 2008
Firstpage :
329
Lastpage :
335
Abstract :
General Game Playing (GGP) aims at developing game playing agents that are able to play a variety of games and in the absence of game specific knowledge, become proficient players. Most GGP players have used standard tree-search techniques enhanced by automatic heuristic learning. In this paper we explore knowledge representation and learning in GGP using Reinforcement Learning and Ant Colony Algorithms. Knowledge is created by simulating random games. We test the quality of the knowledge by comparing the performance of players using the knowledge in a variety of games. The ideas presented in this paper provide the potential for a framework for learning and knowledge representation, given the total absence of any prior knowledge.
Keywords :
learning (artificial intelligence); optimisation; ant colony algorithms; automatic heuristic learning; general game playing; knowledge generation; reinforcement learning; standard tree-search techniques; Communication system control; Feature extraction; Instruments; Knowledge representation; Learning; Neural networks; Pattern recognition; Relays; Testing;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computational Intelligence and Games, 2008. CIG '08. IEEE Symposium On
Conference_Location :
Perth, WA
Print_ISBN :
978-1-4244-2973-8
Electronic_ISBN :
978-1-4244-2974-5
Type :
conf
DOI :
10.1109/CIG.2008.5035658
Filename :
5035658
Link To Document :
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