Proceedings

Learning Minesweeper with Multirelational Learning

Download BibTeX Cite

Proceedings of the Eighteenth International Joint Conference on Artificial Intelligence. Pages 533-539.

© 2003 International Joint Conferences on Artificial Intelligence

Abstract

Minesweeper is a one-person game which looks deceptively easy to play, but where average human performance is far from optimal. Playing the game requires logical, arithmetic and probabilistic reasoning based on spatial relationships on the board. Simply checking a board state for consistency is an NP-complete problem. Given the difficulty of hand-crafting strategies to play this and other games, AI researchers have always been interested in automatically learning such strategies from experience. In this paper, we show that when integrating certain techniques into a general purpose learning system (Mio), the resulting system is capable of inducing a Minesweeper playing strategy that beats the winning rate of average human players. In addition, we discuss the necessary background knowledge, present experimental results demonstrating the gain obtained with our techniques and show the strategy learned for the game.

  1. [Blockeel and Raedt, 1998] Hendrik Blockeel and Luc De Raedt. Top-down induction of first order logical decision trees. Artificial Intelligence, 101 ( 1-2):285-297, 1998.
  2. [Cohn et al., 1994] David Cohn, Les Atlas, and Richard Lad- ner. Improving generalization with active learning. Ma- chine Learning, 15(2):201-221, 1994.
  3. [Fiirnkranz, 1998] Johannes Fiirnkranz. Integrative window- ing. Journal of Artificial Intelligence Research, 8: 129- 164, 1998.
  4. [Kaye, 2000] Richard Kaye. Minesweeper is NP-complete. The Mathematical Intelligencer, 22(2):9-15, Spring 2000.
  5. [Korf, 1985] Richard E. Korf. Iterative-deepening A*: An optimal admissible tree search. In Proc. of the 9th IJCAI, pages 1034-1036, 1985. IJCAI
  6. [Morales, 1996] Eduardo Morales. Learning playing strate- gies in chess. Computational Intelligence, 12(1):65-87, 1996.
  7. [Muggleton and Firth, 2001] Stephen Muggleton and John Firth. Relational rule induction with CProgol4.4: a tutorial introduction. In Relational Data Mining, pages 160-187. 2001.
  8. [Muggleton, 1995] Stephen Muggleton. Inverse entailment and Progol. New Generation Computing Journal, 13 :245- 286, 1995.
  9. [Nakano eta/., 1998] Tomofumi Nakano, Nobuhiro In- uzuka, Hirohisa Seki, and Hidenori Itoh. Inducing Shogi heuristics using inductive logic programming. In Proc. of the 8th Int. Conf on ILP, pages 155-164, 1998.
  10. [Peii.a Castillo and Wrobel, 2002a] Lourdes Peii.a Castillo and Stefan Wrobel. Macro-operators in multirelational learning: a search-space reduction technique. In Proc. of ECML'2002, pages 357-368, 2002.
  11. [Peii.a Castillo and Wrobel, 2002b] Lourdes Peii.a Castillo and Stefan Wrobel. On the stability of example-driven learning systems: a case study in multirelationallearning. In Proc. of MICAI'2002, pages 321-330, 2002.
  12. [Quinlan and Cameron-Jones, 1995] J. Ross Quinlan and R. Michael Cameron-Jones. Induction of logic programs: FOIL and related systems. New Generation Computing, Special issue on ILP, 13(3-4):287-312, 1995.
  13. [Ramon eta/., 2001] Jan Ramon, Tom Francis, and Hendrik Blockeel. Learning a tsume-go heuristic with TILDE. In Proc. of the 2nd Int. Conf Computers and Games, pages 151-169,2001.
  14. [Ramsdell, 2002] John D. Ramsdell, November 25, 2002. Personal communication.
  15. [Tesauro, 1995] Gerald Tesauro. Temporal-difference learn- ing and td-garnrnon. Communications of the ACM, 38(3):58-68, 1995.

References were extracted automatically from the PDF and may contain errors.

Welcome Future Conferences AI Journal Division IJCAI Proceedings About IJCAI IJCAI Awards