421 results on '"van den Herik, H. Jaap"'
Search Results
52. A Solution to the GHI Problem for Best-First Search
- Author
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Breuker, Dennis M., primary, van den Herik, H. Jaap, additional, Uiterwijk, Jos W. H. M., additional, and Allis, L. Victor, additional
- Published
- 1999
- Full Text
- View/download PDF
53. A Speculative Strategy
- Author
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Gao, Xinbo, primary, Iida, Hiroyuki, additional, Uiterwijk, Jos W. H. M., additional, and van den Herik, H. Jaap, additional
- Published
- 1999
- Full Text
- View/download PDF
54. Imputation Methods Outperform Missing-Indicator for Data Missing Completely at Random
- Author
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Pereira Barata, Antonio, primary, Takes, Frank W., additional, van den Herik, H. Jaap, additional, and Veenman, Cor J., additional
- Published
- 2019
- Full Text
- View/download PDF
55. Computer chess: From idea to DeepMind1
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van den Herik, H. Jaap, primary
- Published
- 2019
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- View/download PDF
56. AUTONOMOUS CONTROL OF SELECTIVE ATTENTION: SCAN ARCHITECTURES
- Author
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Postma, Eric O., primary, van den Herik, H. Jaap, additional, and Hudson, Patrick T.W., additional
- Published
- 1991
- Full Text
- View/download PDF
57. Automated Adaptation and Assessment in Serious Games: A Portable Tool for Supporting Learning
- Author
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Nyamsuren, E., van der Vegt, G.W., Westera, W., Winands, Mark, van den Herik, H. Jaap, Kosters, Walter, RS-Theme Applied Gaming and Simulation, Department FEEEL, Rage project, RS-Research Line Fostering Effective, Efficient and Enjoyable Learning (FEEEL) (part of WO program), Winands, Mark, van den Herik, H. Jaap, and Kosters, Walter
- Subjects
serious games ,Computer science ,assessment ,media_common.quotation_subject ,adaptation ,Fuzzy logic ,Software portability ,0504 sociology ,Human–computer interaction ,Component (UML) ,Adaptation (computer science) ,Selection (genetic algorithm) ,media_common ,Selection bias ,learning ,Video game development ,business.industry ,05 social sciences ,TwoA ,ComputingMilieux_PERSONALCOMPUTING ,050401 social sciences methods ,050301 education ,Variety (cybernetics) ,Artificial intelligence ,business ,0503 education - Abstract
We introduce the Adaptation and Assessment (TwoA) component, an open-source tool for serious games, capable of adjusting game difficulty to player skill level. Technically, TwoA is compliant with the RAGE (Horizon 2020) game component architecture, which offers seamless portability to a variety of popular game development platforms. Conceptually, TwoA uses a modified version of the Computer Adaptive Practice algorithm. Our version offers two improvements over the original algorithm. First, the TwoA improves balancing of player's motivation and game challenge. Second, TwoA reduces the selection bias that may arise for items of similar difficulty by adopting a fuzzy selection rule. These improvements are validated using multi-agent simulations.
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- 2017
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58. Set Matching: An Enhancement of the Hales-Jewett Pairing Strategy
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Uiterwijk, JWHM, Winands, Mark, van den Herik, H. Jaap, Kosters, Walter, DKE Scientific staff, and RS: FSE DACS NSO
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Matching (graph theory) ,Group (mathematics) ,05 social sciences ,050301 education ,0102 computer and information sciences ,01 natural sciences ,Combinatorics ,Set (abstract data type) ,Coverage ratio ,010201 computation theory & mathematics ,Pairing ,Line (geometry) ,0503 education ,Mathematics - Abstract
When solving k-in-a-Row games, the Hales-Jewett pairingstrategy [4] is a well-known strategy to prove that specic positions are (at most) a draw. It requires two empty squares per possible winning line (group) to be marked, i.e., with a coverage ratio of 2.0.In this paper we present a new strategy, called Set Matching. A matching set consists of a set of nodes (the markers), a set of possible winning lines (the groups), and a coverage set indicating how all groups are covered after every rst initial move. This strategy needs less than two markers per group. As such it is able to prove positions in k-in-a-Row games to be draws, which cannot be proven using the Hales-Jewett pairing strategy.We show several ecient congurations with their matching sets. These include Cycle Congurations, BiCycle Congurations, and PolyCycle Congurations involving more than two cycles. Depending on conguration, the coverage ratio can be reduced to 1.14.Many examples in the domain of solving k-in-a-Row games are given, including the direct proof (not based on search) that the empty 4 x 4 board is a draw for 4-in-a-Row.
- Published
- 2017
59. Triadic Split-Merge Sampler.
- Author
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van Rossum, Anne C., Hai Xiang Lin, Dubbeldam, Johan, and van den Herik, H. Jaap
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- 2018
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60. Recent Advances in Computer Games
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van den Herik, H. Jaap, primary, Kosters, Walter A., additional, and Plaat, Aske, additional
- Published
- 2016
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61. Computer chess: From idea to DeepMind1.
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van den Herik, H. Jaap
- Subjects
- *
COMPUTER chess , *ARTIFICIAL intelligence , *COMPUTER chess tournaments , *DEEP Blue (Computer) - Abstract
Computer chess has stimulated human imagination over some two hundred and fifty years. In 1769 Baron Wolfgang von Kempelen promised Empress Maria Theresia in public: "I will invent a machine for a more compelling spectacle [than the magnetism tricks by Pelletier] within half a year." The idea of an intelligent chess machine was born. In 1770 the first demonstration was given. The real development of artificial intelligence (AI) began in 1950 and contains many well-known names, such as Turing and Shannon. One of the first AI research areas was chess. In 1997, a high point was to be reported: world champion Gary Kasparov had been defeated by Deep Blue. The techniques used included searching, knowledge representation, parallelism, and distributed systems. Adaptivity, machine learning and the recently developed deep learning mechanism were only later on added to the computer chess research techniques. The major breakthrough for games in general (including chess) took place in 2017 when (1) the AlphaGo Zero program defeated the world championship program AlphaGo by 100-0 and (2) the technique of deep learning also proved applicable to chess. In the autumn of 2017, the Stockfish program was beaten by AlphaZero by 28-0 (with 72 draws, resulting in a 64-36 victory). However, the end of the disruptive advance is not yet in reach. In fact, we have just started. The next milestone will be to determine the theoretical game value of chess (won, draw, or lost). This achievement will certainly be followed by other surprising developments. [ABSTRACT FROM AUTHOR]
- Published
- 2018
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62. Computer chess: From idea to DeepMind1.
- Author
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van den Herik, H. Jaap
- Subjects
COMPUTER chess ,ARTIFICIAL intelligence ,COMPUTER chess tournaments ,DEEP Blue (Computer) - Abstract
Computer chess has stimulated human imagination over some two hundred and fifty years. In 1769 Baron Wolfgang von Kempelen promised Empress Maria Theresia in public: "I will invent a machine for a more compelling spectacle [than the magnetism tricks by Pelletier] within half a year." The idea of an intelligent chess machine was born. In 1770 the first demonstration was given. The real development of artificial intelligence (AI) began in 1950 and contains many well-known names, such as Turing and Shannon. One of the first AI research areas was chess. In 1997, a high point was to be reported: world champion Gary Kasparov had been defeated by Deep Blue. The techniques used included searching, knowledge representation, parallelism, and distributed systems. Adaptivity, machine learning and the recently developed deep learning mechanism were only later on added to the computer chess research techniques. The major breakthrough for games in general (including chess) took place in 2017 when (1) the AlphaGo Zero program defeated the world championship program AlphaGo by 100-0 and (2) the technique of deep learning also proved applicable to chess. In the autumn of 2017, the Stockfish program was beaten by AlphaZero by 28-0 (with 72 draws, resulting in a 64-36 victory). However, the end of the disruptive advance is not yet in reach. In fact, we have just started. The next milestone will be to determine the theoretical game value of chess (won, draw, or lost). This achievement will certainly be followed by other surprising developments. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
63. Enhancements for Multi-Player Monte-Carlo Tree Search
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Nijssen, J. A. M., Winands, Mark H. M., van den Herik, H. Jaap, Iida, Hiroyuki, Plaat, Aske, DKE Scientific staff, and RS: FSE DACS NSO
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Focus (computing) ,Tree (data structure) ,Theoretical computer science ,Computer science ,Monte Carlo tree search ,ComputingMilieux_PERSONALCOMPUTING ,Solver ,Game tree - Abstract
Monte-carlo tree search (mcts) is becoming increasingly popular for playing multi-player games. In this paper we propose two enhancements for mcts in multi-player games: (1) progressive history and (2) multi-player monte-carlo tree search solver (mp-mcts-solver). We analyze the performance of these enhancements in two different multi-player games: focus and chinese checkers. Based on the experimental results we conclude that progressive history is a considerable improvement in both games and mp-mcts-solver, using the standard update rule, is a genuine improvement in focus.
- Published
- 2011
64. Evaluation-Function Based Proof-Number Search
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Winands, Mark H. M., Schadd, Maarten P. D., van den Herik, H. Jaap, Iida, Hiroyuki, Plaat, Aske, DKE Scientific staff, and RS: FSE DACS NSO
- Subjects
Computer science - Abstract
This article introduces evaluation-function based proof–number search (ef-pn) and its second-level variant ef-pn2. It is a framework for initializing the proof and disproof number of a leaf node with the help of a heuristic evaluation function. Experiments in loa and surakarta show that compared to pn and pn2, which use mobility to initialize the proof and disproof numbers, ef-pn and ef-pn2 take between 45% to 85% less time for solving positions. Based on these results, we may conclude that ef-pn and ef-pn2 reduce the search space considerably.
- Published
- 2011
65. Computers and Intuition
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van den Herik, H. Jaap, primary
- Published
- 2015
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66. Evaluation Function Based Monte-Carlo LOA
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Winands, Mark H. M., Bjornsson, Yngvi, van den Herik, H. Jaap, Spronck, Pieter, DKE Scientific staff, and RS: FSE DACS NSO
- Subjects
Tree (data structure) ,Strategy ,Computer science ,business.industry ,Monte Carlo method ,Artificial intelligence ,business ,Evaluation function ,Algorithm ,Computer Go ,Field (computer science) - Abstract
Recently, Monte-Carlo Tree Search (MCTS) has advanced the field of computer Go substantially. Also in the game of Lines of Action (LOA), which has been dominated so far by αβ, MCTS is making an inroad. In this paper we investigate how to use a positional evaluation function in a Monte-Carlo simulation-based LOA program (MC-LOA). Four different simulation strategies are designed, called Evaluation Cut-Off, Corrective, Greedy, and Mixed. They use an evaluation function in several ways. Experimental results reveal that the Mixed strategy is the best among them. This strategy draws the moves randomly based on their transition probabilities in the first part of a simulation, but selects them based on their evaluation score in the second part of a simulation. Using this simulation strategy the MC-LOA program plays at the same level as the αβ program MIA, the best LOA-playing entity in the world.
- Published
- 2010
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67. Automated Discovery of Search-Extension Features
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Skowronski, Pálmi, Bjornsson, Yngvi, Winands, Mark H. M., van den Herik, H. Jaap, Spronck, Pieter, DKE Scientific staff, and RS: FSE DACS NSO
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Empirical data ,business.industry ,Computer science ,Artificial intelligence ,Machine learning ,computer.software_genre ,business ,Precision and recall ,computer - Abstract
One of the main challenges with selective search extensions is designing effective move categories (features). Usually, it is a manual trial-and-error task, which requires both intuition and expert human knowledge. Automating this task potentially enables the discovery of both more complex and more effective move categories. The current work introduces gradual focus, an algorithm for automatically discovering interesting move categories for selective search extensions. The algorithm iteratively creates new more refined move categories by combining features from an atomic feature set. Empirical data is presented for the game breakthrough showing that gradual focus looks at a number of combinations that is two orders of magnitude fewer than a brute-force method does, while preserving adequate precision and recall.
- Published
- 2010
68. Computers and games: 6th international conference, CG 2008, Beijing, China, September 29-October 1, 2008 ; proceedings
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van den Herik, H. Jaap, Xu, Xinhe, Ma, Zongmin, Winands, Mark H. M, RS: FSE DACS NSO, and Informatica
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Microcomputers ,Computer games ,Game theory - Published
- 2008
69. Single-player Monte-Carlo tree search
- Author
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Schadd, Maarten P D, Winands, Mark H M, van den Herik, H. Jaap, Chaslot, Guillaume M.J.B, Informatica, and RS: FSE DACS NSO
- Abstract
Classical methods such as A* and IDA* are a popular and successful choice for one-player games. However, they fail without an accurate admissible evaluation function. In this paper we investigate whether Monte-Carlo Tree Search (MCTS) is an interesting alternative for one-player games where A* and IDA* methods do not perform well. Therefore, we propose a new MCTS variant, called Single-Player Monte-Carlo Tree Search (SP-MCTS). The selection and backpropagation strategy in SP-MCTS are different from standard MCTS. Moreover, SP-MCTS makes use of a straightforward Meta-Search extension. We tested the method on the puzzle SameGame. It turned out that our SP-MCTS program gained the highest score so far on the standardized test set. © 2008 Springer-Verlag Berlin Heidelberg.
- Published
- 2008
70. Grouping Nodes for Monte-Carlo Tree Search
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Saito, Jahn Takeshi, Winands, Mark H M, Uiterwijk, Jos W H M, Van Den Herik, H. Jaap, Informatica, and RS: FSE DACS NSO
- Abstract
Only recently Monte-Carlo Tree Search (MCTS) has substantially contributed to the field of computer Go. So far, in standard MCTS there is only one type of node: every node of the tree represents a single move. Instead of maintaining only this type of node, we propose a second type of node representing groups of moves. Thus, the tree may contain move nodes and group nodes. This article documents how such group nodes can be utilised for including domain knowledge in MCTS. Furthermore, we present a technique, called Alternating-Layer UCT, for managing move nodes and group nodes in a tree with alternating layers of move nodes and group nodes. A self-play experiment performed in the game of Go demonstrates that group nodes can be used effectively to integrate domain knowledge in a MCTS program and thereby improve its playing strength.
- Published
- 2007
71. Developments in Monte-Carlo Proof-Number Search
- Author
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Saito, Jahn, Chaslot, Guillaume, Uiterwijk, Jos W. H. M., van den Herik, H. Jaap, Winands, Mark H.M., Informatica, and RS: FSE DACS NSO
- Published
- 2006
72. Avoiding literature overload in the medical domain
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Braun, Loes M. M., Wiesman, Floris, van den Herik, H. Jaap, Hasman, Arie, Medical Informatics, and Amsterdam Public Health
- Abstract
The retrieval of patient-related literature is hampered by the large size of medical literature. Various computer systems have been developed to assist physicians during information retrieval. However, in general, physicians lack the time and skills required to employ such systems effectively. Our goal is to investigate to what extent a physician can be provided with patient-related literature without spending extra time and without acquiring additional skills. In previous research we developed a method to formulate a physician's patient-related information needs automatically, without requiring any interaction between the physician and the system. The formulated information needs can be used as a starting point for literature retrieval. As a result we found that the number of information needs formulated per physician was quite high and had to be reduced to avoid a literature overload. In this paper we present four types of knowledge that may be used to accomplish a reduction in the number of information needs. The usefulness of each of these knowledge types depends heavily on the specific cause underlying the multitude of information needs. To determine the nature of the cause, we performed an experimental analysis. The results of the analysis led us to conclude that the knowledge types can be ordered according to their appropriateness as follows: (1) knowledge concerning temporal aspects, (2) knowledge concerning a physician's specialism, (3) domain knowledge, and (4) a user model. Further research has to be performed, in particular on precisely assessing the performance of each type of knowledge within our domain
- Published
- 2006
73. Genetic Algorithms for Evolving Computer Chess Programs
- Author
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David, Omid E., primary, van den Herik, H. Jaap, additional, Koppel, Moshe, additional, and Netanyahu, Nathan S., additional
- Published
- 2014
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74. Simulating human grandmasters
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David-Tabibi, Omid, primary, van den Herik, H. Jaap, additional, Koppel, Moshe, additional, and Netanyahu, Nathan S., additional
- Published
- 2009
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75. The ROC isometrics approach to construct reliable classifiers
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Vanderlooy, Stijn, primary, Sprinkhuizen-Kuyper, Ida G., additional, Smirnov, Evgueni N., additional, and van den Herik, H. Jaap, additional
- Published
- 2009
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76. CROSS-ENTROPY FOR MONTE-CARLO TREE SEARCH
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Chaslot, Guillaume M.J-B., primary, Winands, Mark H.M., additional, Szita, István, additional, and van den Herik, H. Jaap, additional
- Published
- 2008
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77. Automatic extraction of brushstroke orientation from paintings
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Berezhnoy, Igor E., primary, Postma, Eric O., additional, and van den Herik, H. Jaap, additional
- Published
- 2008
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78. FANORONA IS A DRAW
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Schadd, Maarten P.D., primary, Winands, Mark H.M., additional, Bergsma, Maurice H.J., additional, Uiterwijk, Jos W.H.M., additional, and van den Herik, H. Jaap, additional
- Published
- 2007
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79. TWO LEARNING ALGORITHMS FOR FORWARD PRUNING
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Kocsis, Levente, primary, van den Herik, H. Jaap, additional, and Uiterwijk, Jos W.H.M., additional
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- 2003
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80. SOLVING GO ON SMALL BOARDS
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van der Werf, Erik C. D., primary, van den Herik, H. Jaap, additional, and Uiterwijk, Jos W. H. M., additional
- Published
- 2003
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81. Gender and Cultural Differences (If Any!): South African School Children and Computer Games.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), de Wet, Lizette, and McDonald, Theo
- Abstract
When studying computer games several factors come into play. The issue of gender inequality has been a topic of many research projects in the past. The issue of culture is still in its infancy. Previous research regarding game-playing and gender issues seem to indicate that boys play more computer games than girls, that boys prefer more violent, action-oriented games in comparison to girls and that girls would prefer to play games with a feminine appeal. Intuitively it can be assumed that different cultures play different existing games at different frequencies. In this study grade ten school children (ages sixteen to seventeen) from one city in South Africa were questioned in order to establish if the same results hold true. The results indicate that there are no major differences in game playing between genders and cultures for this group. The conclusion is reached that especially with regard to gender the situation changed quite a bit over the past few years in comparison to research results found in the literature. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
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82. Optimization of a Billiard Player - Tactical Play.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), Dussault, Jean-Pierre, and Landry, Jean-François
- Abstract
In this paper we explore the tactical aspects needed for the creation of an intelligent computer-pool player. The research results in three modifications to our previous model. An optimization procedure computes the shot parameters and repositions the cue ball on a given target. Moreover, we take a look at possible heuristics to generate a sound selection of targets repositioning. We thus obtain a greedy but rather good billiard player. [ABSTRACT FROM AUTHOR]
- Published
- 2007
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83. Monte-Carlo Methods in Pool Strategy Game Trees.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), Leckie, Will, and Greenspan, Michael
- Abstract
An Eight Ball pool strategy algorithm with look-ahead is presented. The strategy uses a probabilistically evaluated game search tree to discover the best shot to attempt at each turn. Performance results of the strategy algorithm from a simulated tournament are presented. Players looking further ahead in the search tree performed better against their shallower-searching competitors, at the expense of larger execution time. The advantage of a deeper search tree was magnified for players with greater shooting precision. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
- View/download PDF
84. Cheat-Proof Serverless Network Games.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), Kato, Shunsaku, and Miyazaki, Shuichi
- Abstract
We consider playing online games on peer-to-peer networks, without assuming servers that control the execution of a game. In such an environment, players may cheat the opponent by, for example, illegally replacing the cards in their hands. The aim of this paper is to examine a possibility of excluding such cheatings. We show that by employing cryptographic techniques, we can exclude some types of cheating at some level. Finally, based on our discussion, we implement the cheat-proof network "Gunjin-Shogi", which is a variant of Japanese Chess. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
- View/download PDF
85. On the Symbolic Computation of the Hardest Configurations of the RUSH HOUR Game.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), Collette, Sébastien, and Raskin, Jean-François
- Abstract
Rush Hour is a sliding blocks game where blocks represent cars stuck in a traffic jam on a 6 ×6 board. The goal of the game is to allow one of the cars (the target car) to exit this traffic jam by moving the other cars out of its way. In this paper, we study the problem of finding difficult initial configurations for this game. An initial configuration is difficult if the number of car moves necessary to exit the target car is high. To solve the problem, we model the game in propositional logic and we apply symbolic model-checking techniques to study the huge graph of configurations that underlies the game. On the positive side, we show that this huge graph (containing 3.6 ·1010 vertices) can be completely analyzed using symbolic model-checking techniques with reasonable computing resources. We have classified every possible initial configuration of the game according to the length of its shortest solution. On the negative side, we prove a general theorem that shows some limits of symbolic model-checking methods for board games. The result explains why some natural modeling of board games leads to the explosion of the size of symbolic data-structures. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
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86. Comparative Study of Approximate Strategies for Playing Sum Games Based on Subgame Types.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), Andraos, Cherif R. S., and Zaky, Manal M.
- Abstract
Combinatorial games of the form {{A
B} {C D}} can be classified as either left excitable, right excitable, or equitable [2]. Several approximate strategies for playing sums of games of this form have been proposed in the literature [2,3,4]. In this work we propose a new approach for evaluating the different strategies based on the types of the subgames participating in a sum game. While previous comparisons [3,4] were only able to rank the strategies according to their average performance in a large number of randomly generated games, our evaluation is able to pinpoint the strengths and weaknesses of each strategy. We show that none of the strategies can be considered the best in an absolute sense. Therefore we recommend the development of type-based approximate strategies with enhanced performance. [ABSTRACT FROM AUTHOR] - Published
- 2007
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87. Computing Proper Equilibria of Zero-Sum Games.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), Miltersen, Peter Bro, and Sørensen, Troels Bjerre
- Abstract
We show that a proper equilibrium of a matrix game can be found in polynomial time by solving a linear (in the number of pure strategies of the two players) number of linear programs of roughly the same dimensions as the standard linear programs describing the Nash equilibria of the game. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
- View/download PDF
88. LUMINES Strategies.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), Aloupis, Greg, and Cardinal, Jean
- Abstract
We analyze a new popular video-game called Lumines, which was developed by Sony for the PSP platform. It involves a sequence of bichromatic 2×2 blocks that fall in a grid and must be shifted or rotated by the player before they land. Patterns of monochromatic 2×2 blocks in the terrain are regularly deleted. The primary goal is to contain the terrain within a fixed height and, if possible, clear the grid. We deal with questions such as: (1) Can the game be played indefinitely? and (2) Can all terrains be eliminated? We examine how answers to these questions depend on the size of the grid and the rate at which blocks are deleted. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
- View/download PDF
89. Counting the Number of Three-Player Partizan Cold Games.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), and Cincotti, Alessandro
- Abstract
We give upper and lower bounds on S3[n] equal to the number of three-player partizan cold games born by day n. In particular, we give an upper bound of $O(S_2[n]^3)$ and a lower bound of Ω(S2[n]) where S2[n] is the number of surreal numbers born by day n. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
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90. Search Versus Knowledge Revisited Again.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), Sadikov, Aleksander, and Bratko, Ivan
- Abstract
The questions focusing on diminishing returns for additional search effort have been a burning issue in computer chess. Despite a lot of research in this field, there are still some open questions, e.g., what happens at search depths beyond 12 plies, and what is the effect of the program's knowledge on diminishing returns? The paper presents an experiment that attempts to answer these questions. The results (a) confirm that diminishing returns in chess exist, and more importantly (b) show that the amount of knowledge a program has influences when diminishing returns will start to manifest themselves. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
- View/download PDF
91. Improving Depth-First PN-Search: 1 + ε Trick.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), Pawlewicz, Jakub, and Lew, Łukasz
- Abstract
Various efficient game problem solvers are based on PN-Search. Especially depth-first versions of PN-Search like DF-PN or PDS - contrary to other known techniques - are able to solve really hard problems. However, the performance of DF-PN and PDS decreases drastically when the search space significantly exceeds the available memory. A straightforward enhancement trick to overcome this problem is presented. Experiments on Atari Go and Lines of Action show great practical value of the proposed enhancement. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
- View/download PDF
92. A Retrograde Approximation Algorithm for One-Player Can't Stop.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), Glenn, James, and Fang, Haw-ren
- Abstract
A one-player, finite, probabilistic game with perfect information can be presented as a bipartite graph. For one-player Can't Stop, the graph is cyclic and the challenge is to determine the game-theoretical values of the positions in the cycles. In this contribution we prove the existence and uniqueness of the solution to one-player Can't Stop, and give an efficient approximation algorithm to solve it by incorporating Newton's method with retrograde analysis. We give results of applying this method to small versions of one-player Can't Stop. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
- View/download PDF
93. A Skat Player Based on Monte-Carlo Simulation.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), Kupferschmid, Sebastian, and Helmert, Malte
- Abstract
We apply Monte-Carlo simulation and alpha-beta search to the card game of Skat, which is similar to Bridge, but sufficiently different to require some new algorithmic ideas besides the techniques developed for Bridge. Our Skat-playing program, called DDS (Double Dummy Solver), integrates well-known techniques such as move ordering with two new search enhancements. Quasi-symmetry reduction generalizes symmetry reductions, disseminated by Ginsberg's Partition Search algorithm, to search states which are "almost equivalent". Adversarial heuristics generalize ideas from single-agent search algorithms like $\textrm{A}^*$ to two-player games, leading to guaranteed lower and upper bounds for the score of a game position. Combining these techniques with state-of-the-art tree-search algorithms, our program determines the game-theoretical value of a typical Skat hand (with perfect information) in 10 milliseconds. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
- View/download PDF
94. Feature Construction for Reinforcement Learning in Hearts.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), Sturtevant, Nathan R., and White, Adam M.
- Abstract
Temporal difference (TD) learning has been used to learn strong evaluation functions in a variety of two-player games. TD-gammon illustrated how the combination of game tree search and learning methods can achieve grand-master level play in backgammon. In this work, we develop a player for the game of hearts, a 4-player game, based on stochastic linear regression and TD learning. Using a small set of basic game features we exhaustively combined features into a more expressive representation of the game state. We report initial results on learning with various combinations of features and training under self-play and against search-based players. Our simple learner was able to beat one of the best search-based hearts programs. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
- View/download PDF
95. Automatic Strategy Verification for Hex.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), Hayward, Ryan B., and Arneson, Broderick
- Abstract
We present a concise and/or-tree notation for describing Hex strategies together with an easily implemented algorithm for verifying strategy correctness. To illustrate our algorithm, we use it to verify Jing Yang's 7×7 centre-opening strategy. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
- View/download PDF
96. Abstracting Knowledge from Annotated Chinese-Chess Game Records.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), Bo-Nian Chen, and Pangfang Liu
- Abstract
Expert knowledge is crucial for improving the strength of computer Chinese-Chess programs. Although a great deal of expert knowledge is available in text format that using natural languages, manually transforming it into computer readable forms is time consuming and difficult. Written expert annotations of Chinese-Chess games show different styles. By analyzing and collecting commonly used phrases and patterns from experts' annotations, we introduce a novel pattern matching strategy. It automatically epitomises knowledge from a large number of annotated game records. The results of the experiments on the analysis of the middle phase of games indicate that our strategy achieves a low error rate. We hope to exploit this approach to collect automatically a great diversity of Chinese-Chess knowledge that is currently in text format. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
- View/download PDF
97. Combinatorics of Go.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), Tromp, John, and Farnebäck, Gunnar
- Abstract
We present several results concerning the number of positions and games of Go. We derive recurrences for L(m,n), the number of legal positions on an m ×n board, and develop a dynamic programming algorithm which computes L(m,n) in time O(m3n2λm) and space O(mλm), for some constant λ< 5.4. An implementation of this algorithm enables us to list L(n,n) for n ≤ 17. For larger boards, we prove the existence of a base of liberties$\lim \sqrt[mn]{L(m,n)}$ of ~2.9757341920433572493. Based on a conjecture about vanishing error terms, we derive an asymptotic formula for L(m,n), which is shown to be highly accurate. We also study the Game Tree complexity of Go, proving an upper bound on the number of possible games of (mn)L(m,n) and a lower bound of $2^{2^{n^2/2\,-O(n)}}$ on n×nboards and $2^{2^{n-1}}$ on 1 ×n boards, in addition to exact counts for mn ≤ 4 and estimates up to mn = 9. Most proofs and some additional results had to be left out to observe the page limit. They may be found in the full version available at [8]. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
- View/download PDF
98. Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), and Coulom, Rémi
- Abstract
A Monte-Carlo evaluation consists in estimating a position by averaging the outcome of several random continuations. The method can serve as an evaluation function at the leaves of a min-max tree. This paper presents a new framework to combine tree search with Monte-Carlo evaluation, that does not separate between a min-max phase and a Monte-Carlo phase. Instead of backing-up the min-max value close to the root, and the average value at some depth, a more general backup operator is defined that progressively changes from averaging to min-max as the number of simulations grows. This approach provides a fine-grained control of the tree growth, at the level of individual simulations, and allows efficient selectivity. The resulting algorithm was implemented in a 9×9 Go-playing program, Crazy Stone, that won the 10th KGS computer-Go tournament. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
- View/download PDF
99. Virtual Global Search: Application to 9×9 Go.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), and Cazenave, Tristan
- Abstract
In games, Monte-Carlo simulations can be used as an evaluation function for Alpha-Beta search. Assuming w is the width of the search tree, d its depth, and g the number of simulations at each leaf, then the total number of simulations is at least $g \times (2 \times w^{\frac{d}{2}}$). In games where moves permute, we propose to replace this algorithm by a new algorithm, Virtual Global Search, that only needs g ×2d simulations for a similar number of games per leaf. The algorithm is also applicable to games where moves often but not always permute, such as Go. We specify the application for 9×9 Go. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
- View/download PDF
100. An Open Boundary Safety-of-Territory Solver for the Game of Go.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, van den Herik, H. Jaap, Ciancarini, Paolo, Donkers, H. H. L. M. (Jeroen), Niu, Xiaozhen, and Müller, Martin
- Abstract
This paper presents Safety Solver 2.0, a safety-of-territory solver for the game of Go that can solve problems in areas with open boundaries. Previous work on assessing safety of territory has concentrated on regions that are completely surrounded by stones of one player. Safety Solver 2.0 can identify open boundary problems under real game conditions, and generate moves for invading or defending such areas. Several search enhancements improve the solver's performance. The experimental results demonstrate that the solver can find good moves in small to medium-size open boundary areas. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
- View/download PDF
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