• DocumentCode
    27235
  • Title

    On Scalability, Generalization, and Hybridization of Coevolutionary Learning: A Case Study for Othello

  • Author

    Szubert, Marcin ; Jaskowski, Wojciech ; Krawiec, Krzysztof

  • Author_Institution
    Inst. of Comput. Sci., Poznan Univ. of Technol., Poznań, Poland
  • Volume
    5
  • Issue
    3
  • fYear
    2013
  • fDate
    Sept. 2013
  • Firstpage
    214
  • Lastpage
    226
  • Abstract
    This study investigates different methods of learning to play the game of Othello. The main questions posed concern scalability of algorithms with respect to the search space size and their capability to generalize and produce players that fare well against various opponents. The considered algorithms represent strategies as n-tuple networks, and employ self-play temporal difference learning (TDL), evolutionary learning (EL) and coevolutionary learning (CEL), and hybrids thereof. To assess the performance, three different measures are used: score against an a priori given opponent (a fixed heuristic strategy), against opponents trained by other methods (round-robin tournament), and against the top-ranked players from the online Othello League. We demonstrate that although evolutionary-based methods yield players that fare best against a fixed heuristic player, it is the coevolutionary temporal difference learning (CTDL), a hybrid of coevolution and TDL, that generalizes better and proves superior when confronted with a pool of previously unseen opponents. Moreover, CTDL scales well with the size of representation, attaining better results for larger n-tuple networks. By showing that a strategy learned in this way wins against the top entries from the Othello League, we conclude that it is one of the best 1-ply Othello players obtained to date without explicit use of human knowledge.
  • Keywords
    game theory; learning (artificial intelligence); network theory (graphs); CTDL; Othello game; coevolutionary temporal difference learning; evolutionary learning; learning generalization; learning hybridization; learning scalability; n-tuple networks; round-robin game tournament; self-play temporal difference learning; Games; Heuristic algorithms; Search problems; Sociology; Statistics; Table lookup; $n$-tuple systems; Coevolution; Othello; temporal difference learning (TDL);
  • fLanguage
    English
  • Journal_Title
    Computational Intelligence and AI in Games, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1943-068X
  • Type

    jour

  • DOI
    10.1109/TCIAIG.2013.2258919
  • Filename
    6504736