Proceedings

Reinforcement Learning of Local Shape in the Game of Go

Download BibTeX Cite

Proceedings of the Twentieth International Joint Conference on Artificial Intelligence. Pages 1053-1057.

© 2007 International Joint Conferences on Artificial Intelligence

Abstract

We explore an application to the game of Go of a reinforcement learning approach based on a linear evaluation function and large numbers of binary features. This strategy has proved effective in game playing programs and other reinforcement learning applications. We apply this strategy to Go by creating over a million features based on templates for small fragments of the board, and then use temporal difference learning and self-play. This method identifies hundreds of low level shapes with recognisable significance to expert Go players, and provides quantitive estimates of their values. We analyse the relative contributions to performance of templates of different types and sizes. Our results show that small, translation-invariant templates are surprisingly effective. We assess the performance of our program by playing against the Average Liberty Player and a variety of computer opponents on the 9x9 Computer Go Server. Our linear evaluation function appears to outperform all other static evaluation functions that do not incorporate substantial domain knowledge.

  1. J. Baxter, A. Tridgell, and L. Weaver. Experiments in param- eter learning using temporal differences. International Com- puter Chess Association Journal, 21(2):84-99, 1998.
  2. M. Buro. From simple features to sophisticated evaluation functions. In First International Conference on Computers and Games, pages 126-145, 1999.
  3. M. Campbell, A. Hoane, and F. Hsu. Deep Blue. Artificial Intelligence, 134:57-83, 2002.
  4. M. Enzenberger. Evaluation in Go by a neural network us- ing soft segmentation. In 10th Advances in Computer Games Conference, pages 97-108, 2003.
  5. W.T. Miller, E. An, F. Glanz, and M. Carter. The design of cmac neural networks for control. Adaptive and Learning Sys- tems, 1:140-145, 1990.
  6. M. Müller. Computer Go. Artificial Intelligence, 134:145-179, 2002.
  7. J. Schaeffer, J. Culberson, N. Treloar, B. Knight, P. Lu, and D. Szafron. A world championship caliber checkers program. Artificial Intelligence, 53:273-289, 1992.
  8. N. Schraudolph, P. Dayan, and T. Sejnowski. Temporal dif- ference learning of position evaluation in the game of Go. In Advances in Neural Information Processing 6, 1994.
  9. B. Sheppard. World-championship-caliber Scrabble. Artificial Intelligence, 134(1-2):241-275, 2002.
  10. D. Stoutamire. Machine Learning, Game Play, and Go. PhD thesis, Case Western Reserve University, 1991.
  11. N. Sturtevant and A. White. Feature construction for reinforce- ment learning in hearts. In 5th International Conference on Computers and Games, 2006.
  12. R. Sutton. Learning to predict by the method of temporal dif- ferences. Machine Learning, 3(9), 1988.
  13. G. Tesauro. TD-gammon, a self-teaching backgammon pro- gram, achieves master-level play. Neural Computation, 6:215- 219, 1994.
  14. E. van der Werf, J. Uiterwijk, E. Postma, and J. van den Herik. Local move prediction in Go. In 3rd International Conference on Computers and Games, 2002.
  15. A. Zobrist. A new hashing method with application for game playing. Technical Report 88, Univ. of Wisconsin, 1970.

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

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