Cases and Clusters in Reuse Policies for Decision-Making in Card Games

G. B. Paulus, J. Assunção, L. A. L. Silva
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引用次数: 1

Abstract

This work investigates the combination of cases and clusters in the reuse of game actions (e.g., cards played, bets made) recorded in the cases retrieved for a given query in Case-based Reasoning (CBR) card-playing agents. With the support of the K-MEANS clustering algorithm, clustering results detailing problem states/situations and game outcomes relationships recorded in cases from the case base guide the execution of augmented reuse policies. These policies consider the game actions recorded in the retrieved cases in the selection of the clusters to be used. Then, the cases that belong to the selected clusters are used in the determination of which game action is reused as a solution to the current game problem situation. With this two-step reuse process, the proposed policies rely on the majority with clusters, the probability with clusters, the number of points won with clusters and the chance of victory with clusters. To evaluate these proposals, card-playing agents implemented with different reuse policies competed against each other in duplicated game matches where all of them played using the same set of cards.
纸牌游戏决策中重用策略的案例与聚类
这项工作调查了在基于案例推理(CBR)的纸牌游戏代理中为给定查询检索的案例中记录的游戏动作(例如,出牌,下注)的案例和集群的组合。在K-MEANS聚类算法的支持下,从案例库中记录案例的详细问题状态/情况和游戏结果关系的聚类结果指导增强重用策略的执行。这些策略考虑在选择要使用的集群时,在检索案例中记录的游戏动作。然后,属于所选集群的案例被用于确定哪个游戏动作被重用作为当前游戏问题情况的解决方案。在这个两步重用过程中,所提出的策略依赖于具有聚类的多数、具有聚类的概率、具有聚类赢得的点数和具有聚类获胜的机会。为了评估这些建议,使用不同重用策略实现的纸牌游戏代理在重复的游戏比赛中相互竞争,其中所有代理都使用同一组纸牌。
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