DocumentCode
3683572
Title
On imitating Connect-4 game trajectories using an approximate n-tuple evaluation function
Author
Thomas Philip Runarsson;Simon M. Lucas
Author_Institution
School of Engineering and Natural Science, University of Iceland, Iceland
fYear
2015
Firstpage
208
Lastpage
213
Abstract
The effect of game trajectories on learning after-state evaluation functions for the game Connect-4 is investigated. The evaluation function is approximated using a linear function of n-tuple features. The learning is supervised by an AI game engine, called Velena, within a preference learning framework. A different distribution of game trajectories will be generated when applying the learned approximated evaluation function, which may degrade the performance of the player. A technique known as the Dagger method will be used to address this problem. Furthermore, the opponent playing strategy is a source for new game trajectories. Random play will be introduced to the game to model this behaviour. The method of introducing random play to the game will again form different game trajectories and result in various strengths of play learned. An empirical study of a number of techniques for the generation of game trajectories is presented and evaluated.
Keywords
"Games","Trajectory","Training data","Training","Accuracy","Engines","Approximation methods"
Publisher
ieee
Conference_Titel
Computational Intelligence and Games (CIG), 2015 IEEE Conference on
ISSN
2325-4270
Electronic_ISBN
2325-4289
Type
conf
DOI
10.1109/CIG.2015.7317961
Filename
7317961
Link To Document