Automatic Generation of Evaluation Features for Computer Game Players

Makoto Miwa, Daisaku Yokoyama, T. Chikayama
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引用次数: 2

Abstract

Accuracy of evaluation functions is one of the critical factors in computer game players. Evaluation functions are usually constructed manually as a weighted linear combination of evaluation features that characterize game positions. Selecting evaluation features and tuning their weights require deep knowledge of the game and largely alleviates such efforts. In this paper, we propose a new fast and scalable method to automatically generate game position features based on game records to be used in evaluation functions. Our method treats two-class problems which is widely applicable to many types of games. Evaluation features are built as conjunctions of the simplest features representing positions. We select these features based on two measures: frequency and conditional mutual information. To evaluate the proposed method, we applied it to 200,000 Othello positions. The proposed selection method is found to be effective, showing much better results than when simple features are used. The naive Bayesian classifier using automatically generated features showed the accuracy close to 80% in win/lose classification. We also show that this generation method can be parallelized easily and can treat large scale problems by converting these selection algorithms into incremental selection algorithms
计算机游戏玩家评价功能的自动生成
评价函数的准确性是影响电脑游戏玩家的关键因素之一。评估函数通常是手动构建的,作为描述游戏位置的评估特征的加权线性组合。选择评估功能并调整它们的权重需要深入了解游戏,这在很大程度上减轻了这种努力。在本文中,我们提出了一种新的快速和可扩展的方法来自动生成基于游戏记录的游戏位置特征,用于评估函数。我们的方法处理两类问题,广泛适用于许多类型的对策。评价特征被构建为表示位置的最简单特征的连词。我们基于两个度量来选择这些特征:频率和条件互信息。为了评估所提出的方法,我们将其应用于200,000个奥赛罗职位。结果表明,所提出的选择方法是有效的,比使用简单特征时的选择效果要好得多。使用自动生成特征的朴素贝叶斯分类器在输赢分类中准确率接近80%。我们还证明了这种生成方法可以很容易地并行化,并且可以通过将这些选择算法转换为增量选择算法来处理大规模问题
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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