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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Feature learning using state differences

KIRCI, MESUT Unknown Date
No description available.
2

Feature learning using state differences

KIRCI, MESUT 06 1900 (has links)
Domain-independent feature learning is a hard problem. This is reflected by lack of broad research in the area. The goal of General Game Playing (GGP) can be described as designing computer programs that can play a variety of games given only a logical game description. Any learning has to be domain-independent in the GGP framework. Learning algorithms have not been an essential part of all successful GGP programs. This thesis presents a feature learning approach, GIFL, for 2-player, alternating move games using state differences. The algorithm is simple, robust and improves the quality of play. GIFL is implemented in a GGP program, Maligne. The experiments show that GIFL outperforms standard UCT algorithm in nine out of fifteen games and loses performance only in one game.
3

The Structure of Games

Kaiser, David Michael 18 October 2007 (has links)
Computer Game Playing has been an active area of research since Samuel’s first Checkers player (Samuel 1959). Recently interest beyond the classic games of Chess and Checkers has led to competitions such as the General Game Playing competition, in which players have no beforehand knowledge of the games they are to play, and the Computer Poker Competition which force players to reason about imperfect information under conditions of uncertainty. The purpose of this dissertation is to explore the area of General Game Playing both specifically and generally. On the specific side, we describe the design and implementation of our General Game Playing system OGRE. This system includes an innovative method for feature extraction that helped it to achieve second and fourth place in two international General Game Playing competitions. On the more general side, we also introduce the Regular Game Language, which goes beyond current works to provide support for both stochastic and imperfect information games as well as the more traditional games.
4

Décomposition des jeux dans le domaine du General Game Playing. / Game Decomposition for General Game Playing Aline Hufschmitt

Hufschmitt, Aline 04 October 2018 (has links)
Dans cette thèse nous présentons une approche générale et robuste pour la décomposition des jeux décrits en Game Description Language (GDL). Dans le domaine du General Game Playing (GGP), les joueurs peuvent significativement diminuer le coût de l'exploration d'un jeu s'ils disposent d'une version décomposée de celui-ci. Les travaux existants sur la décomposition des jeux s'appuient sur la structure syntaxique des règles, sur des habitudes d'écriture du GDL ou sur le coûteux calcul de la forme normale disjonctive des règles. Nous proposons une méthode plus générale pour décomposer les jeux solitaires ou multijoueurs. Dans un premier temps nous envisageons une approche fondée sur l'analyse logique des règles. Celle-ci nécessite l'utilisation d'heuristiques, qui en limitent la robustesse, et le coûteux calcul de la forme normale disjonctive des règles. Une seconde approche plus efficace est fondée sur la collecte d'informations durant des simulations (playouts). Cette dernière permet la détection des liens de causalité entre les actions et les fluents d'un jeu. Elle est capable de traiter les différents types de jeux composés et de prendre en charge certains cas difficiles comme les jeux à actions composées et les jeux en série. Nous avons testé notre approche sur un panel de 597 jeux GGP. Pour 70% des jeux, la décomposition nécessite moins d'une minute en faisant 5k playouts. Nous montrons de 87% d'entre eux peuvent être correctement décomposés après seulement 1k playouts. Nous ébauchons également une approche originale pour jouer avec ces jeux décomposés. Les tests préliminaires sur quelques jeux solitaires sont prometteurs. / This PhD thesis presents a robust and general approach for the decomposition of games described in Game Description Language (GDL). In the General Game Playing framework (GGP), players can drastically decrease game search cost if they hold a decomposed version of the game. Previous works on decomposition rely on syntactical structures and writing habits of the GDL, or on the disjunctive normal form of the rules, which is very costly to compute. We offer an approach to decompose single or multi-player games. First, we consider an approach based on logical rule analysis. This requires the use of heuristics, which limit its robustness, and the costly calculation of the disjunctive normal form of the rules. A second more efficient approach is based on information gathering during simulations of the game (playouts). The latter allows the detection of causal links between actions. It can handle the different classes of compound games and can process some difficult cases like synchrounous parallel games with compound moves and serial games. We tested our program on 597 games. Given 5k playouts, 70% of the games are decomposed in less than one minute. We demonstrate that for 87% of the games, 1k playouts are sufficient to obtain a correct decomposition. We also sketch an original approach to play with these decomposed games. Preliminary tests on some one-player games are promising. Another contribution of this thesis is the evaluation of the MPPA architecture for the parallelization of a GGP player (LeJoueur of Jean-Noël Vittaut).
5

Simultaneous Move Games in General Game Playing

Shafiei Khadem, Mohammad 06 1900 (has links)
General Game Playing (GGP) deals with the design of players that are able to play any discrete, deterministic, complete information games. For many games like chess, designers develop a player using a specially designed algorithm and tune all the features of the algorithm to play the game as good as possible. However, a general game player knows nothing about the game that is about to be played. When the game begins, game description is given to the players and they should analyze it and decide on the best way to play the game. In this thesis, we focus on two-player constant-sum simultaneous move games in GGP and how this class of games can be handled. Rock-paper-scissors can be considered as a typical example of a simultaneous move game. We introduce the CFR algorithm to the GGP community for the first time and show its effectiveness in playing simultaneous move games. This is the first implementation of CFR outside the poker world. We also improve the UCT algorithm, which is the state of the art in GGP, to be more robust in simultaneous move games. In addition, we analyze how UCT performs in simultaneous move games and argue that it does not converge to a Nash equilibrium. We also compare the usage of UCT and CFR in this class of games. Finally, we discuss about the importance of opponent modeling and how a model of the opponent can be exploited by using CFR.
6

Automated domain analysis and transfer learning in general game playing

Kuhlmann, Gregory John 13 December 2010 (has links)
Creating programs that can play games such as chess, checkers, and backgammon, at a high level has long been a challenge and benchmark for AI. Computer game playing is arguably one of AI's biggest success stories. Several game playing systems developed in the past, such as Deep Blue, Chinook and TD-Gammon have demonstrated competitive play against the top human players. However, such systems are limited in that they play only one particular game and they typically must be supplied with game-specific knowledge. While their performance is impressive, it is difficult to determine if their success is due to generally applicable techniques or due to the human game analysis. A general game player is an agent capable of taking as input a description of a game's rules and proceeding to play without any subsequent human input. In doing so, the agent, rather than the human designer, is responsible for the domain analysis. Developing such a system requires the integration of several AI components, including theorem proving, feature discovery, heuristic search, and machine learning. In the general game playing scenario, the player agent is supplied with a game's rules in a formal language, prior to match play. This thesis contributes a collection of general methods for analyzing these game descriptions to improve performance. Prior work on automated domain analysis has focused on generating heuristic evaluation functions for use in search. The thesis builds upon this work by introducing a novel feature generation method. Also, I introduce a method for generating and comparing simple evaluation functions based on these features. I describe how more sophisticated evaluation functions can be generated through learning. Finally, this thesis demonstrates the utility of domain analysis in facilitating knowledge transfer between games for improved learning speed. The contributions are fully implemented with empirical results in the general game playing system. / text
7

Simultaneous Move Games in General Game Playing

Shafiei Khadem, Mohammad Unknown Date
No description available.
8

General Game Playing as a Bandit-Arms Problem: A Multiagent Monte-Carlo Solution Exploiting Nash Equilibria

Banda, Brandon Mathewe 02 December 2019 (has links)
No description available.
9

Knowledge-Based General Game Playing

Schiffel, Stephan 14 June 2012 (has links) (PDF)
The goal of General Game Playing (GGP) is to develop a system, that is able to automatically play previously unseen games well, solely by being given the rules of the game. In contrast to traditional game playing programs, a general game player cannot be given game specific knowledge. Instead, the program has to discover this knowledge and use it for effectively playing the game well without human intervention. In this thesis, we present a such a program and general methods that solve a variety of knowledge discovery problems in GGP. Our main contributions are methods for the automatic construction of heuristic evaluation functions, the automated discovery of game structures, a system for proving properties of games, and symmetry detection and exploitation for general games.
10

Knowledge-Based General Game Playing

Schiffel, Stephan 29 July 2011 (has links)
The goal of General Game Playing (GGP) is to develop a system, that is able to automatically play previously unseen games well, solely by being given the rules of the game. In contrast to traditional game playing programs, a general game player cannot be given game specific knowledge. Instead, the program has to discover this knowledge and use it for effectively playing the game well without human intervention. In this thesis, we present a such a program and general methods that solve a variety of knowledge discovery problems in GGP. Our main contributions are methods for the automatic construction of heuristic evaluation functions, the automated discovery of game structures, a system for proving properties of games, and symmetry detection and exploitation for general games.:1. Introduction 2. Preliminaries 3. Components of Fluxplayer 4. Game Tree Search 5. Generating State Evaluation Functions 6. Distance Estimates for Fluents and States 7. Proving Properties of Games 8. Symmetry Detection 9. Related Work 10. Discussion

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