On imitating Connect-4 game trajectories using an approximate n-tuple evaluation function

T. Runarsson, S. Lucas
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引用次数: 1

Abstract

The effect of game trajectories on learning after-state evaluation functions for the game Connect-4 is investigated. The evaluation function is approximated using a linear function of n-tuple features. The learning is supervised by an AI game engine, called Velena, within a preference learning framework. A different distribution of game trajectories will be generated when applying the learned approximated evaluation function, which may degrade the performance of the player. A technique known as the Dagger method will be used to address this problem. Furthermore, the opponent playing strategy is a source for new game trajectories. Random play will be introduced to the game to model this behaviour. The method of introducing random play to the game will again form different game trajectories and result in various strengths of play learned. An empirical study of a number of techniques for the generation of game trajectories is presented and evaluated.
用近似n元组评价函数模拟Connect-4游戏轨迹
研究了游戏轨迹对游戏Connect-4学习后状态评价函数的影响。评价函数是用n元特征的线性函数来近似的。这种学习是由一个名为Velena的AI游戏引擎在偏好学习框架内监督的。当应用学习的近似评估函数时,会产生不同的游戏轨迹分布,这可能会降低玩家的表现。一种被称为Dagger方法的技术将被用来解决这个问题。此外,对手的游戏策略是新游戏轨迹的来源。我们将在游戏中引入随机玩法来模拟这种行为。将随机玩法引入游戏的方法将再次形成不同的游戏轨迹,并产生不同的玩法优势。本文提出并评估了生成游戏轨迹的若干技术的实证研究。
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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