DocumentCode :
3497910
Title :
Monte-Carlo Go Reinforcement Learning Experiments
Author :
Bouzy, Bruno ; Chaslot, Guillaume
Author_Institution :
UFR de mathematiques et d´´informatique, Univ. Rene Descartes, Paris
fYear :
2006
fDate :
22-24 May 2006
Firstpage :
187
Lastpage :
194
Abstract :
This paper describes experiments using reinforcement learning techniques to compute pattern urgencies used during simulations performed in a Monte-Carlo Go architecture. Currently, Monte-Carlo is a popular technique for computer Go. In a previous study, Monte-Carlo was associated with domain-dependent knowledge in the Go-playing program Indigo. In 2003, a 3times3 pattern database was built manually. This paper explores the possibility of using reinforcement learning to automatically tune the 3times3 pattern urgencies. On 9times9 boards, within the Monte-Carlo architecture of Indigo, the result obtained by our automatic learning experiments is better than the manual method by a 3-point margin on average, which is satisfactory. Although the current results are promising on 19times19 boards, obtaining strictly positive results with such a large size remains to be done
Keywords :
computer games; learning (artificial intelligence); Go-playing program; Indigo; Monte-Carlo Go architecture; pattern database; pattern urgencies computing; reinforcement learning; Computational modeling; Computer architecture; Computer science; Databases; Distributed computing; Humans; Learning; Performance evaluation; Vocabulary; Computer Go; Monte-Carlo; Reinforcement Learning;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computational Intelligence and Games, 2006 IEEE Symposium on
Conference_Location :
Reno, NV
Print_ISBN :
1-4244-0464-9
Type :
conf
DOI :
10.1109/CIG.2006.311699
Filename :
4100126
Link To Document :
بازگشت