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Memory and Analogy in Game-Playing Agents Jonathan Rubin & Ian Watson University of Auckland Game AI Group http://www.cs.auckland.ac.nz/research/gameai
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Overview ➲ Introduction ➲ General Game Playing ➲ Lazy Learners ➲ Memory in game-playing agents ➲ Analogical Reasoning ➲ Analogical Knowledge Transfer in GGP ➲ Conclusion
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Introduction ➲ Views and ideas about a possible approach to general game playing using memory and analogy ➲ Possible research direction ➲ Suggestions and feedback welcome
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General Game Playing ➲ Unlike specialized game players such as Deep Blue ➲ Able to play different games Accept the rules of the game Play the game effectively without human intervention
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Approaches to General Game Playing ➲ Partial game tree search with automated evaluation functions ➲ Approximating the minimax value by computing an exact value via simplifying abstractions of the original game
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Approaches to General Game Playing ➲ Conditional Planning (One-player games) ➲ Automatic Programming – automatic generation of programs that achieve specified objectives
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General Game Playing Opportunities ➲ Learning Playing multiple instances of a single game Playing multiple games against a single player
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General Game Playing Opportunities ➲ Identifying common lessons that can be transferred from one game instance to another
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Possible Approach to General Game Playing ➲ Lazy learning approach ➲ Record a memory of experiences ➲ Analogical reasoning to generalize beyond game domains
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Lazy Learners ➲ Lazy Learners Defer processing of their inputs until they receive requests for information (Aha, 1997) Use local approaches Ability to generalize well
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Memory in Games ➲ One possible definition: Any persistent knowledge an agent has that it does not need to deduce algorithmically
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Memory-based Agents ➲ GINA – Othello (De Jong & Schultz, 1988) ➲ CHEBR – Checkers (Powell et. al., 2004) ➲ Chess (Sinclair, 1998) ➲ Casper – Poker (Rubin & Watson, 2007)
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Benefits of Memory ➲ Memory can be used to augment other approaches Informed pruning of game tree search – Sinclair, GINA ➲ Or, approach can be entirely based on memory alone Casper CHEBR
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Experience-based, Lazy learners ➲ The use of memory has been shown to be successful in a range of specialized game domains. (Non)-Deterministic, (Im)perfect Information ➲ Lazy Learners are able to adapt well to new situations ➲ How can we extrapolate experience-based, lazy learners to handle multiple game domains?
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Analogical Knowledge Transfer Our expertise is in Poker Let’s consider how our Poker cases could be used in an unknown game, e.g., “Monopoly” knowledge
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Analogical Knowledge Transfer Poker cases have only three possible actions - Fold, Call & Raise These actions are useless in Monopoly But they do provide a measure of how good or strong a Poker hand is: Fold = weak Call = OK Raise = strong
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Analogical Knowledge Transfer A pair (two of a kind) is the most basic Poker hand Three of a kind is stronger Obtaining all the properties of the same colour is good in Monopoly
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Analogical Knowledge Transfer Higher value cards in Poker are stronger than lower value cards Higher value property is also better in Monopoly
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Analogical Knowledge Transfer A straight in Poker is a good hand A continuous block of properties in Monopoly increases the chances of an opponent landing on you
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Analogical Knowledge Transfer In poker you must spend money to win money knowledge
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Knowledge Transfer Superficially there is nothing in common between Poker & Monopoly Knowledge is (in theory) transferable between the games knowledge ?
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Conclusion ➲ In the context of General Game playing ➲ A memory-based (case-based) component may sometimes be useful ➲ Games of similar types (card, board,...) share concepts in common ➲ Should be easier to transfer knowledge between them ➲ We believe it’s also possible to transfer knowledge between games of different types
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Thanks We really want community feedback on this
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