Selection of Suitable Evaluation Function Based on Win/Draw Parameter in Othello

B. Shahzad, Lolowah R. Alssum, Y. Al-Ohali
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引用次数: 1

Abstract

Computer games have made their presence vocal by making themselves present in the homes and industry. Games have emerged to provide a simulated experience of the outdoor games with ease and customization. Another class of games come into play when the indoor games are played without any physical opponent. In such case computer itself takes the responsibility of being an opponent and tests the human intelligence. Board games are especially very popular to be played on computer with computer as an opponent. This paper discusses on of the board games: Othello. The game of Othello has proved its prominence by being an active research area since long time now and has been successful to grab extensive focus of researchers, knowledge engineers and game developers. Othello is not as simple as Checkers and not as complex as Chess: both in its execution time and complexity, therefore it is an appropriate choice to be considered as a benchmark in the games development. Finding a better evaluation function to implement Othello has been an open question of research since long. In this paper we have compared different available strategies at length. Extensive experimentation (approaching to 144,000 experiments collectively) has been done to measure the effectiveness of each evaluation function. After thorough experimentation it is proved that Multi Layer Perceptron Neural Network (MLPNN) is the best strategy among available with respect to its win/draw comparisons. As winning a game in slightly more time is considered to be effective instead of losing it quickly.
基于《奥赛罗》胜负参数的合适评价函数选择
电脑游戏通过使自己出现在家庭和工业中,使它们的存在成为声音。游戏的出现,提供了一个模拟的户外游戏体验,方便和定制。当室内比赛没有任何身体上的对手时,另一类比赛就开始了。在这种情况下,计算机本身承担了对手的责任,并测试了人类的智力。桌游特别受欢迎,在电脑上玩电脑作为对手。本文讨论了一种棋类游戏:奥赛罗。奥赛罗游戏长期以来一直是一个活跃的研究领域,已经成功地吸引了研究人员、知识工程师和游戏开发者的广泛关注。《奥赛罗》既不像《Checkers》那么简单,也不像《Chess》那么复杂:无论是在执行时间还是复杂性上,它都是一个合适的选择,可以作为游戏开发的基准。寻找一个更好的评价函数来实现奥赛罗一直是一个悬而未决的研究问题。在本文中,我们详细地比较了不同的可行策略。已经进行了广泛的实验(总共接近144,000个实验)来衡量每个评价函数的有效性。经过深入的实验,证明了多层感知器神经网络(MLPNN)在输赢比较方面是最优策略。因为在稍微多一点的时间内赢得一场比赛被认为是有效的,而不是很快就输掉比赛。
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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