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Application of temporal difference learning and supervised learning in the game of Go.January 1996 (has links)
by Horace Wai-Kit, Chan. / Thesis (M.Phil.)--Chinese University of Hong Kong, 1996. / Includes bibliographical references (leaves 109-112). / Acknowledgement --- p.i / Abstract --- p.ii / Chapter 1 --- Introduction --- p.1 / Chapter 1.1 --- Overview --- p.1 / Chapter 1.2 --- Objective --- p.3 / Chapter 1.3 --- Organization of This Thesis --- p.3 / Chapter 2 --- Background --- p.5 / Chapter 2.1 --- Definitions --- p.5 / Chapter 2.1.1 --- Theoretical Definition of Solving a Game --- p.5 / Chapter 2.1.2 --- Definition of Computer Go --- p.7 / Chapter 2.2 --- State of the Art of Computer Go --- p.7 / Chapter 2.3 --- A Framework for Computer Go --- p.11 / Chapter 2.3.1 --- Evaluation Function --- p.11 / Chapter 2.3.2 --- Plausible Move Generator --- p.14 / Chapter 2.4 --- Problems Tackled in this Research --- p.14 / Chapter 3 --- Application of TD in Game Playing --- p.15 / Chapter 3.1 --- Introduction --- p.15 / Chapter 3.2 --- Reinforcement Learning and TD Learning --- p.15 / Chapter 3.2.1 --- Models of Learning --- p.16 / Chapter 3.2.2 --- Temporal Difference Learning --- p.16 / Chapter 3.3 --- TD Learning and Game-playing --- p.20 / Chapter 3.3.1 --- Game-Playing as a Delay-reward Prediction Problem --- p.20 / Chapter 3.3.2 --- Previous Work of TD Learning in Backgammon --- p.20 / Chapter 3.3.3 --- Previous Works of TD Learning in Go --- p.22 / Chapter 3.4 --- Design of this Research --- p.23 / Chapter 3.4.1 --- Limitations in the Previous Researches --- p.24 / Chapter 3.4.2 --- Motivation --- p.25 / Chapter 3.4.3 --- Objective and Methodology --- p.26 / Chapter 4 --- Deriving a New Updating Rule to Apply TD Learning in Multi-layer Perceptron --- p.28 / Chapter 4.1 --- Multi-layer Perceptron (MLP) --- p.28 / Chapter 4.2 --- Derivation of TD(A) Learning Rule for MLP --- p.31 / Chapter 4.2.1 --- Notations --- p.31 / Chapter 4.2.2 --- A New Generalized Delta Rule --- p.31 / Chapter 4.2.3 --- Updating rule for TD(A) Learning --- p.34 / Chapter 4.3 --- Algorithm of Training MLP using TD(A) --- p.35 / Chapter 4.3.1 --- Definitions of Variables in the Algorithm --- p.35 / Chapter 4.3.2 --- Training Algorithm --- p.36 / Chapter 4.3.3 --- Description of the Algorithm --- p.39 / Chapter 5 --- Experiments --- p.41 / Chapter 5.1 --- Introduction --- p.41 / Chapter 5.2 --- Experiment 1 : Training Evaluation Function for 7 x 7 Go Games by TD(λ) with Self-playing --- p.42 / Chapter 5.2.1 --- Introduction --- p.42 / Chapter 5.2.2 --- 7 x 7 Go --- p.42 / Chapter 5.2.3 --- Experimental Designs --- p.43 / Chapter 5.2.4 --- Performance Testing for Trained Networks --- p.44 / Chapter 5.2.5 --- Results --- p.44 / Chapter 5.2.6 --- Discussions --- p.45 / Chapter 5.2.7 --- Limitations --- p.47 / Chapter 5.3 --- Experiment 2 : Training Evaluation Function for 9 x 9 Go Games by TD(λ) Learning from Human Games --- p.47 / Chapter 5.3.1 --- Introduction --- p.47 / Chapter 5.3.2 --- 9x 9 Go game --- p.48 / Chapter 5.3.3 --- Training Data Preparation --- p.49 / Chapter 5.3.4 --- Experimental Designs --- p.50 / Chapter 5.3.5 --- Results --- p.52 / Chapter 5.3.6 --- Discussion --- p.54 / Chapter 5.3.7 --- Limitations --- p.56 / Chapter 5.4 --- Experiment 3 : Life Status Determination in the Go Endgame --- p.57 / Chapter 5.4.1 --- Introduction --- p.57 / Chapter 5.4.2 --- Training Data Preparation --- p.58 / Chapter 5.4.3 --- Experimental Designs --- p.60 / Chapter 5.4.4 --- Results --- p.64 / Chapter 5.4.5 --- Discussion --- p.65 / Chapter 5.4.6 --- Limitations --- p.66 / Chapter 5.5 --- A Postulated Model --- p.66 / Chapter 6 --- Conclusions --- p.69 / Chapter 6.1 --- Future Direction of Research --- p.71 / Chapter A --- An Introduction to Go --- p.72 / Chapter A.l --- A Brief Introduction --- p.72 / Chapter A.1.1 --- What is Go? --- p.72 / Chapter A.1.2 --- History of Go --- p.72 / Chapter A.1.3 --- Equipment used in a Go game --- p.73 / Chapter A.2 --- Basic Rules in Go --- p.74 / Chapter A.2.1 --- A Go game --- p.74 / Chapter A.2.2 --- Liberty and Capture --- p.75 / Chapter A.2.3 --- Ko --- p.77 / Chapter A.2.4 --- "Eyes, Live and Death" --- p.81 / Chapter A.2.5 --- Seki --- p.83 / Chapter A.2.6 --- Endgame and Scoring --- p.83 / Chapter A.2.7 --- Rank and Handicap Games --- p.85 / Chapter A.3 --- Strategies and Tactics in Go --- p.87 / Chapter A.3.1 --- Strategy vs Tactics --- p.87 / Chapter A.3.2 --- Open-game --- p.88 / Chapter A.3.3 --- Middle-game --- p.91 / Chapter A.3.4 --- End-game --- p.92 / Chapter B --- Mathematical Model of Connectivity --- p.94 / Chapter B.1 --- Introduction --- p.94 / Chapter B.2 --- Basic Definitions --- p.94 / Chapter B.3 --- Adjacency and Connectivity --- p.96 / Chapter B.4 --- String and Link --- p.98 / Chapter B.4.1 --- String --- p.98 / Chapter B.4.2 --- Link --- p.98 / Chapter B.5 --- Liberty and Atari --- p.99 / Chapter B.5.1 --- Liberty --- p.99 / Chapter B.5.2 --- Atari --- p.101 / Chapter B.6 --- Ko --- p.101 / Chapter B.7 --- Prohibited Move --- p.104 / Chapter B.8 --- Path and Distance --- p.105 / Bibliography --- p.109
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