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| Content Provider | IEEE Xplore Digital Library |
|---|---|
| Author | Bouzy, B. Chaslot, G. |
| Copyright Year | 2006 |
| Description | Author affiliation: UFR de mathematiques et d'informatique, Univ. Rene Descartes, Paris (Bouzy, B.) |
| 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 |
| Starting Page | 187 |
| Ending Page | 194 |
| File Size | 3234970 |
| Page Count | 8 |
| File Format | |
| ISBN | 1424404649 |
| DOI | 10.1109/CIG.2006.311699 |
| Language | English |
| Publisher | Institute of Electrical and Electronics Engineers, Inc. (IEEE) |
| Publisher Date | 2006-05-22 |
| Publisher Place | USA |
| Access Restriction | Subscribed |
| Rights Holder | Institute of Electrical and Electronics Engineers, Inc. (IEEE) |
| Subject Keyword | Learning Computer science Performance evaluation Vocabulary Databases Computational modeling Computer Go Humans Computer architecture Reinforcement Learning Monte-Carlo Distributed computing |
| Content Type | Text |
| Resource Type | Article |
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