knowledge acquisition from game records takuya kojima, atsushi yoshikawa dept. of computer science...
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Knowledge Acquisition from Game Records
Takuya Kojima, Atsushi Yoshikawa
Dept. of Computer Science and Information Engineering National Dong Hwa UniversityReporter : Lo Jung-Yun
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Purpose • The knowledge of human experts has
two important features: quality and quantity
• Some systems have tried to acquire Go knowledge, most of them acquire only fixed-shaped knowledge
• A new algorithm which yields more flexible knowledge is therefore necessary
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Classification of Go knowledge
• Classify Go knowledge according to two criteria– Form
• Patterns• Sequence of moves• maxims
– Degree of validity• Strict knowledge• Heuristic knowledge
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Two Approaches• This paper focuses on pattern
knowledge
Strict Knowledge
Heuristic Knowledge
Deductive Approach
Evolutionary Approach
Several rules are acquired from a single training example
Acquire a large amount of heuristic knowledge from a large amount of training examples
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Model introduction•Knowledge base
–Basic rules–Forcing rules
•Decision maker
)),,)(*,(()...(: 1 tyxssBCthencondcondifrule mforn
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Rule acquisition algorithm
Chooses good moves to be learned
Extracts relevant parts from board configuration
Generalizes the position and the move
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Concept• Each rule takes the form of a
production rule
• There are no rules in the initial state
• Feed, consume, and split– with activation value
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Rules • Feeding
– When five rules are matched…
• Consuming– Each rule consumes activation value at each
step– Rule whose activation value is 0 die
• Splitting– If activation value is greater than threshold –
split it!• Original rules → “parent”• Randomly add a new condition from among the
objects on the current board
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Application to Tsume-Go• Maybe many rules apply in the same
situation– Assign priority
• Priority assignment algorithm– Assignment of weight to rules– Probability of rule accuracy