Download presentation
Presentation is loading. Please wait.
Published byEmerald Benson Modified over 9 years ago
1
2006/6/30SIGGI-161 The Society of Shogi - A Research Agenda - Reijer Grimbergen Department of Informatics Yamagata University
2
2006/6/30SIGGI-162 Outline Introduction The Society of Mind The Society of Shogi Building shogi agencies Conclusions and future work
3
2006/6/30SIGGI-163 Introduction Marvin Minsky’s Society of Mind A general theory about the workings of the human mind Few attempts to implement the theory Research question Is a Society of Mind for games possible?
4
2006/6/30SIGGI-164 The Society of Mind Important concepts of Minsky’s theory Agents Agencies Problem solving Growth
5
2006/6/30SIGGI-165 The Society of Mind Agents Agent “Any part or process of the mind that by itself is simple enough to understand” K-lines Used to turn on a particular set of agents General classes: Nemes and Nomes
6
2006/6/30SIGGI-166 The Society of Mind Nemes Nemes Represent aspects of the world Polynemes: invoke partial states in multiple agencies Micronemes: refer to aspects of a situation that are difficult to attach to any particular thing
7
2006/6/30SIGGI-167 Color agency Red Green Yellow Blue Shape agency Square Oval Triangle Round Taste agency Foul Salty Sweet Delicious Cost agency 100 \ 234 \ 1000 \ 198 \
8
2006/6/30SIGGI-168 The Society of Mind Agencies Frames Used to construct agencies Represent a thing and all the other things or properties that relate to it in a certain way
9
2006/6/30SIGGI-169 The Society of Mind Problem solving Difference-engines Reduce or eliminate the important differences between the current state and some desired state Censors and suppressors Censors suppress mental activity leading to unproductive actions Suppressors suppress the unproductive actions A-brains and B-brains B-brains monitor the activity of the A-brain
10
2006/6/30SIGGI-1610 The Society of Mind Growth Different forms of learning Accumulating: remembering each separate case Uniframing: finding a general description Transframing: bridging different representations Reformulation: new ways to describe existing knowledge Attachment figures Goal learning instead of skill learning
11
2006/6/30SIGGI-1611 The Society of Shogi Shogi agents Shogi agencies Problem solving in shogi Growth in shogi
12
2006/6/30SIGGI-1612 The Society of Shogi Shogi agents The basic shogi agents Input agents: location of pieces Output agents: knowing what a piece can do Basic K-lines Change the location of pieces Change the abilities of pieces
13
2006/6/30SIGGI-1613 The Society of Shogi Nemes in shogi Recognize castle agency Build castle agency Build Castle 1B7i 2B4f 3K7i 4K8h
14
2006/6/30SIGGI-1614 Yagura Recognize Attack Moves Recognize Yagura S6h S7g G7h G5h G6g B8h B7i B6h B4f : Yagura Moves S7i-6h S6h-7g G4i-5h G5h-6g B8h-7i B7i-6h B7i-4f : Action Agent Perception Agent Yagura Attack Bogin Susume-sashi Yagura Bogin S3i-4h P3g-3f P2g-2f P2f-2e S4h-3g : Action Agent : Perception Agent : : Action Agent :
15
2006/6/30SIGGI-1615 The Society of Shogi Problem solving in shogi Difference engines Playing towards the optimal position Censors and suppressors Good players are unable to see bad moves A-brains and B-brains To avoid looping
16
2006/6/30SIGGI-1616 The Society of Shogi Growth in shogi Different types of learning in shogi Accumulating: Storing of the games that have been played Uniframing: Ibisha vs. Furibisha Transframing: Joining pawn attack Reformulation: Wall silver Attachment figures in shogi Professional players
17
2006/6/30SIGGI-1617 Building shogi agencies The three shogi agencies Recognition agency Lookahead agency Learning agency
18
2006/6/30SIGGI-1618 Building shogi agencies Recognition agency Recognition agency Context agency Strategy, castle, attack strategy, piece attack, etc. Evaluation agency Material, king danger, mobility, etc.
19
2006/6/30SIGGI-1619 Defend Piece Defend by dropDefend by move Pawn dropLance dropKnight dropPawn moveLance moveKnight move Generate pawn drop on square Generate pawn move on square Generate lance drop on square Generate knight drop on square Generate lance move on square Generate knight move on square ……
20
2006/6/30SIGGI-1620 Building shogi agencies Lookahead agency The lookahead agency Move generator agency Capture piece, move attacked piece, attack king, etc. Search agency Attach priority to moves Satisficing Feedback
21
2006/6/30SIGGI-1621 Building shogi agencies Learning agency The learning agency Overlooking a move New agents need to be created Underestimating a move Changing the activity level of the agents involved Might need new agents
22
2006/6/30SIGGI-1622 Conclusions and future work Building a Society of Shogi seems possible Building agents and agencies will be time- consuming Focusing on learning might be more efficient Problem: Minsky’s theory is relatively vague about learning Research plan Year 1: Recognizer agents and agencies Year 2: Lookahead agents and agencies Year 3: Learning agents and agencies
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.