Planning in Go Ling Zhao University of Alberta September 15, 2003.

Slides:



Advertisements
Similar presentations
Adversarial Search Chapter 6 Sections 1 – 4. Outline Optimal decisions α-β pruning Imperfect, real-time decisions.
Advertisements

Data Structures Static and Dynamic.
Game Playing CS 63 Chapter 6
Adversarial Search Chapter 6 Section 1 – 4. Types of Games.
Structured development process Wednesday 20 September 2006 Brett Coster Business Analyst uniqueworld
The Efficiency of Algorithms Chapter 4 Copyright ©2012 by Pearson Education, Inc. All rights reserved.
Games & Adversarial Search Chapter 5. Games vs. search problems "Unpredictable" opponent  specifying a move for every possible opponent’s reply. Time.
Games & Adversarial Search
Tic Tac Toe Architecture CSE 5290 – Artificial Intelligence 06/13/2011 Christopher Hepler.
Alternate Software Development Methodologies
Search: Representation and General Search Procedure Jim Little UBC CS 322 – Search 1 September 10, 2014 Textbook § 3.0 –
The Move Decision Strategy of Indigo Author: Bruno Bouzy Presented by: Ling Zhao University of Alberta March 7, 2007.
Maximizing the Chance of Winning in Searching Go Game Trees Presenter: Ling Zhao March 16, 2005 Author: Keh-Hsun Chen Accepted by Information Sciences.
Combining Tactical Search and Monte-Carlo in the Game of Go Presenter: Ling Zhao University of Alberta November 1, 2005 by Tristan Cazenave & Bernard Helmstetter.
Towards Multi-Objective Game Theory - With Application to Go A.B. Meijer and H. Koppelaar Presented by Ling Zhao University of Alberta October 5, 2006.
1 Heuristic Search 4 4.0Introduction 4.1An Algorithm for Heuristic Search 4.2Admissibility, Monotonicity, and Informedness 4.3Using Heuristics in Games.
Depth Increment in IDA* Ling Zhao Dept. of Computing Science University of Alberta July 4, 2003.
Multipurpose Strategic Planning In the Game of Go Paper presentation Authors: Shui Hu and Paul E. Lehner Presentation by: Adi Botea.
Games & Adversarial Search Chapter 6 Section 1 – 4.
Multipurpose Adversary Planning in the Game of Go Ph.D thesis by Shui Hu Presenter: Ling Zhao Date: November 18, 2002.
CS 333 Introduction to Operating Systems Class 12 - Virtual Memory (2) Jonathan Walpole Computer Science Portland State University.
I n t e g r a t I n g C S S Practitioner Module 4 1 Module 4: CSS in Corridor and Sub-area Planning.
Hex Combinatorial Search in Game Strategy by Brandon Risberg May 2006Menlo School.
Game Trees: MiniMax strategy, Tree Evaluation, Pruning, Utility evaluation Adapted from slides of Yoonsuck Choe.
Minimax Trees: Utility Evaluation, Tree Evaluation, Pruning CPSC 315 – Programming Studio Spring 2008 Project 2, Lecture 2 Adapted from slides of Yoonsuck.
CS333 Intro to Operating Systems Jonathan Walpole.
Game Playing Chapter 5. Game playing §Search applied to a problem against an adversary l some actions are not under the control of the problem-solver.
Game Playing.
An Online Knowledge Base for Sustainable Military Facilities & Infrastructure Dr. Annie R. Pearce, Branch Head Sustainable Facilities & Infrastructure.
Game Playing Chapter 5. Game playing §Search applied to a problem against an adversary l some actions are not under the control of the problem-solver.
1 Computer Group Engineering Department University of Science and Culture S. H. Davarpanah
ARTACC Artists' Acceleration - Artlab Platform for Further Education of Professionals in Culture and Arts Project LVL-LEO
Instructor: Vincent Conitzer
MROrder: Flexible Job Ordering Optimization for Online MapReduce Workloads School of Computer Engineering Nanyang Technological University 30 th Aug 2013.
Object Oriented Modeling David Li CTO, DigitalSesame.
Today’s Topics Playing Deterministic (no Dice, etc) Games –Mini-max –  -  pruning –ML and games? 1997: Computer Chess Player (IBM’s Deep Blue) Beat Human.
Quoridor and Artificial Intelligence
Satellite MAS Position Statement FOSE-MAS 2008 – Danny Weyns.
A Generalized Architecture for Bookmark and Replay Techniques Thesis Proposal By Napassaporn Likhitsajjakul.
Graph Data Management Lab, School of Computer Science Branch Code: A Labeling Scheme for Efficient Query Answering on Tree
 Many models have been proposed to deal with the problems of defining activities and associating them with each other  The first model proposed was the.
Natural Language Processing AI Revision Lee McCluskey, room 2/07
ITEC 1010 Information and Organizations Chapter V Expert Systems.
Parallel Programming in Chess Simulations Part 2 Tyler Patton.
Chapter 12 – Single Investment Risk Analysis u Reasons for looking at risk from a single project prospective u lack comprehensive knowledge u of the rest.
Recursion ITFN The Stack. A data structure maintained by each program at runtime. Push Pop.
Search: Games & Adversarial Search Artificial Intelligence CMSC January 28, 2003.
CFPB Small Dollar Loan Rules: A Deep, Deep Dive Ability to Repay Playbook for the CFPB Rule Dan Richard VP Analytics & Product Strategy, FactorTrust
Announcements Homework 1 Full assignment posted..
Instructor: Vincent Conitzer
基于多核加速计算平台的深度神经网络 分割与重训练技术
Strategic Reading and Studying
Games & Adversarial Search
Games & Adversarial Search
Adversarial Search.
Goal-driven Mechanism in Interim.2 Go Program
AI empowering business
Games & Adversarial Search
Games & Adversarial Search
Instructor: Vincent Conitzer
Approaches to search Simple search Heuristic search Genetic search
Instructor: Vincent Conitzer
Search.
Search.
Games & Adversarial Search
Games & Adversarial Search
Engineering Design Process
Games & Adversarial Search
Presentation Title September 22, 2019
Adversarial Search Chapter 6 Section 1 – 4.
Presentation transcript:

Planning in Go Ling Zhao University of Alberta September 15, 2003

Outline Motivations Planning Big picture Current work

Motivations Exhaustive search not longer effective in Go? - very large branching factor - difficulties in evaluation - search tree is very deep - human is daunting

Motivations Solutions: - selective search - embody human knowledge - many other approaches such as neural net - planning systems

Planning? Goal-driving approach different from the traditional data-driven approach Included more or less in many state-of-art programs - Use goals to generate moves - but typically do not check goals later or maintain the goals during several moves

Problems Two frameworks 1. S. Hu: Multipurpose strategic planning 2. S. Willmott: Adversarial planning Not applied to real Computer Go programs. Lots of work to define goals, refine goals and generate moves.

Work to do Embody a planning system in Explorer Expectations (best case) - a module separate from other parts of Explorer - information hidden - useful: better results but not significant overhead

Current work - Dynamic look ahead Problems in Explorer Lack of look ahead - mainly static analysis Implement Minimax + selective search

Example

Other problems Results from selective search can be wrong! How to find a better trade-off?