DocumentCode
26597
Title
Preference Learning for Move Prediction and Evaluation Function Approximation in Othello
Author
Runarsson, Thomas ; Lucas, Simon M.
Author_Institution
Sch. of Eng. & Natural Sci., Univ. of Iceland, Reykjavik, Iceland
Volume
6
Issue
3
fYear
2014
fDate
Sept. 2014
Firstpage
300
Lastpage
313
Abstract
This paper investigates the use of preference learning as an approach to move prediction and evaluation function approximation, using the game of Othello as a test domain. Using the same sets of features, we compare our approach with least squares temporal difference learning, direct classification, and with the Bradley-Terry model, fitted using minorization-maximization (MM). The results show that the exact way in which preference learning is applied is critical to achieving high performance. Best results were obtained using a combination of board inversion and pair-wise preference learning. This combination significantly outperformed the others under test, both in terms of move prediction accuracy, and in the level of play achieved when using the learned evaluation function as a move selector during game play.
Keywords
computer games; function approximation; learning (artificial intelligence); least squares approximations; pattern classification; Bradley-Terry model; MM; Othello game; board inversion learning; direct classification; evaluation function approximation; game play; least squares temporal difference learning; minorization-maximization; pairwise preference learning; prediction function approximation; Games; Monte Carlo methods; Radiation detectors; Standards; Training; Trajectory; Vectors; Computational and artificial intelligence; Othello; n-tuple; preference learning; temporal difference learning;
fLanguage
English
Journal_Title
Computational Intelligence and AI in Games, IEEE Transactions on
Publisher
ieee
ISSN
1943-068X
Type
jour
DOI
10.1109/TCIAIG.2014.2307272
Filename
6762937
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