Multipurpose Adversary Planning in the Game of Go Ph.D thesis by Shui Hu Presenter: Ling Zhao Date: November 18, 2002.

Slides:



Advertisements
Similar presentations
Fuzzy Reasoning in Computer Go Opening Stage Strategy P.Lekhavat and C.J.Hinde.
Advertisements

Hands-On-Line Conclusion. Question 1 Which class would you choose? Explain why. Face-to-Face because I generally like to interact with other people.
P3 / 2004 Register Allocation. Kostis Sagonas 2 Spring 2004 Outline What is register allocation Webs Interference Graphs Graph coloring Spilling Live-Range.
Register Allocation CS 671 March 27, CS 671 – Spring Register Allocation - Motivation Consider adding two numbers together: Advantages: Fewer.
Strategic Planning in Pharmacy Operations
Project Proposal.
Adversarial Search Chapter 5.
Abstract Proof Search Studied by Tristan Cazenave Surveyed by Akihiro Kishimoto.
Life in the Game of Go David B. Benson Surveyed by Akihiro Kishimoto.
CPSC 322 Introduction to Artificial Intelligence October 25, 2004.
Search for Transitive Connections Ling Zhao University of Alberta October 27, 2003 Author: T. Cazenave and B. Helmstetter published in JCIS'03.
The Move Decision Strategy of Indigo Author: Bruno Bouzy Presented by: Ling Zhao University of Alberta March 7, 2007.
Progressive Strategies For Monte-Carlo Tree Search Presenter: Ling Zhao University of Alberta November 5, 2007 Authors: G.M.J.B. Chaslot, M.H.M. Winands,
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.
Better Ants, Better Life? Hybridization of Constraint Propagation and Ant Colony Optimization Supervisors: Bernd Meyer, Andreas Ernst Martin Held Jun 2nd,
Planning in Go Ling Zhao University of Alberta September 15, 2003.
Strategies Based On Threats Ling Zhao University of Alberta March 10, 2003 Comparative evaluation of strategies based on the values of direct threats by.
Reinforcement Learning in Real-Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick.
Metarules To Improve Tactical Go Knowledge By Tristan Cazenave Presented by Leaf Wednesday, April 28 th, 2004.
An Adversarial Planning Approach to Go Paper Authors: S. Willmott, J. Richardson, A. Bundy, J. Levine Presentation Author: A. Botea.
1 Life-and-Death Problem Solver in Go Author: Byung-Doo Lee Dept of Computer Science, Univ. of Auckland Presented by: Xiaozhen Niu.
Pattern Matching in Computer Go Ling Zhao University of Alberta August 7, 2002.
CS 128/ES Lecture 3a1 Map Types. CS 128/ES Lecture 3a2 Two Related Hierarchies Data Information Knowledge Input Process Output Question: When.
1 An Improved Safety Solver for Computer Go Presented by: Xiaozhen Niu Date: 2004/02/24.
Multiple Agents for Pattern Recognition Louis Vuurpijl
Inside HARUKA Written by Ryuichi Kawa Surveyed by Akihiro Kishimto.
Bounding Volume Hierarchies and Spatial Partitioning Kenneth E. Hoff III COMP-236 lecture Spring 2000.
1 Solving Ponnuki-Go on Small Board Paper: Solving Ponnuki-Go on small board Authors: Erik van der Werf, Jos Uiterwijk, Jaap van den Herik Presented by:
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.
Personalizing the Digital Library Experience Nicholas J. Belkin, Jacek Gwizdka, Xiangmin Zhang SCILS, Rutgers University
Hybrid Bounding Volumes for Distance Queries Distance Query returns the minimum distance between two geometric models Major application is path planning.
GoogolHex CS4701 Final Presentation Anand Bheemarajaiah Chet Mancini Felipe Osterling.
9-2  Problem: a discrepancy between the current state – what actually is happening – and a desired goal – what should be happening  Undesirable situation.
Computer Go : A Go player Rohit Gurjar CS365 Project Proposal, IIT Kanpur Guided By – Prof. Amitabha Mukerjee.
 Summary  How to Play Go  Project Details  Demo  Results  Conclusions.
CPSC 404, Laks V.S. Lakshmanan1 Tree-Structured Indexes BTrees -- ISAM Chapter 10 – Ramakrishnan & Gehrke (Sections )
Rationality meets the tribe: Some models of cultural group selection David Hales, The Open University Hales, D., (2010) Rationality.
2009/11/14GPW20091 Analysis of the Behavior of People Solving Sudoku Puzzles Reijer Grimbergen School of Computer Science, Tokyo University of Technology.
4H1767 B 1.PPT INTRODUCTION STRATEGIC PLANNING METHOD OVERVIEW SITUATIONAL ANALYSIS POSITION IMPLEMENTATION PROGRAMS GOALS OBJECTIVES CONCLUSIONS PROJECTS.
Massimiliano Riva Istanbul, 19 November 2008 Trade and Human Development How to conduct trade needs assessments in transition economies.
Games. Adversaries Consider the process of reasoning when an adversary is trying to defeat our efforts In game playing situations one searches down the.
Second International Conference on Multimedia and ICTs in Education MICTE 2003 – Badajoz - Spain A KNOWLEDGE ONTOLOGY AND ITS APPLICATION INTO A LEARNING.
The Goldilocks Problem Tudor Hulubei Eugene C. Freuder Department of Computer Science University of New Hampshire Sponsor: Oracle.
A Virtual Network Topology Security Assessment Process Presented by Rich Goyette 12/12/20151.
Comparing model-based and dynamic event-extraction based GUI testing techniques : An empirical study Gigon Bae, Gregg Rothermel, Doo-Hwan Bae The Journal.
Register Allocation CS 471 November 12, CS 471 – Fall 2007 Register Allocation - Motivation Consider adding two numbers together: Advantages: Fewer.
ARTIFICIAL INTELLIGENCE (CS 461D) Princess Nora University Faculty of Computer & Information Systems.
Preview 4 What is strategic planning? 4 Brief history of developments in strategic planning 4 An overview of the strategic planning process 4 Strategy.
HOW DO YOU GET POWER? L.I To give examples of different ways that people can gain power STARTER: Look at the images on the next few slides. For each person:
1 Evaluation Function for Computer Go. 2 Game Objective Surrounding most area on the boardSurrounding most area on the board.
Blended Learning Applications in K-12 Social Studies Instruction Nicholas Glading
Maestro AI Vision and Design Overview Definitions Maestro: A naïve Sensorimotor Engine prototype. Sensorimotor Engine: Combining sensory and motor functions.
The Game of Hex A Domain Specific Search Technique For A Beautiful Game Stefan Kiefer.
Introduction to Machine Learning, its potential usage in network area,
A Conceptual Design of Multi-Agent based Personalized Quiz Game
Bounding Volume Hierarchies and Spatial Partitioning
Instructor: Vincent Conitzer
Better Algorithms for Better Computers
Bounding Volume Hierarchies and Spatial Partitioning
Architecture Components
Chapter 3 Performance Management and Strategic Planning
Goal-driven Mechanism in Interim.2 Go Program
Safety Culture Improvement
כלי אבחון.
Instructor: Vincent Conitzer
Introduction & Motivation
PN, PN2 and PN* in Lines of Action
Presentation transcript:

Multipurpose Adversary Planning in the Game of Go Ph.D thesis by Shui Hu Presenter: Ling Zhao Date: November 18, 2002

Outline  Motivations  Overview  Basic structures and concepts  Combining goals  A concrete example  Conclusions

Motivations  Go is a strategy game  Computer Go programs still have difficulties to convey human’s knowledge  Multi-purpose moves are quite common in human-played Go games  Traditional multi-valued move is too passive!

Overview  Heuristic adversary planning  Static analysis and dynamic look ahead  Look for combined goals and the steps leading to them  Strength: actively search for combined goals  Weakness: only a prototype, hard to implement in a real system

Basic structures  Hierarchy of objects: group, chain, string, stone  Generate goals: 1. high level goals are generated by static analysis (using knowledge base) 2. low level goals are generated by looking ahead  Goal structure (see example next next page)

Knowledge base

Goal Tree

Goal relations  Goal and subgoals  Master and servant goal

Achievability Black to move, and the goal is to kill white group Achievable: Near-achievable:

Decide the achievability  Start from leaf goals  Generate goal/counter goal pairs  Use look ahead search  Propagate results upward  Note this method can also decide the achievability of combined goals

CP2 search procedure g11 : (g11, c11) (g11, c12) (g11,c21) … (g11, c33) g12 : (g12, c11) (g12, c12) (g12,c21) … (g12, c33) g33 : (g33, c12) (g33, c12) (g33,c21) … (g33, c33)

Interaction of leaf goals  If the intersection of moves to realize two near- achievable goals is not empty, we find some multipurpose moves!  Combine two goals and use the look ahead to decide if the multipurpose moves can make one of the near-achievable moves achievable.  If yes, your multipurpose planning works.  The example explains the situation similar to double threats, and there are more situations.

Example

Goal Tree

Conclusions  A multipurpose planning framework was brought out  Prototype, can only work on very few finely designed example  Planning is weak, and almost the same as search.