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Monte-carlo go developments

TLDR
Two Go programs are described, Olga and Oleg, developed by a Monte-Carlo approach that is simpler than Bruegmann’s (1993) approach, and the ever-increasing power of computers lead us to think that Monte- carlo approaches are worth considering for computer Go in the future.
Abstract
We describe two Go programs, Olga and Oleg, developed by a Monte-Carlo approach that is simpler than Bruegmann’s (1993) approach. Our method is based on Abramson (1990). We performed experiments, to assess ideas on (1) progressive pruning, (2) all moves as first heuristic, (3) temperature, (4) simulated annealing, and (5) depth-two tree search within the Monte-Carlo framework. Progressive pruning and the all moves as first heuristic are good speed-up enhancements that do not deteriorate the level of the program too much. Then, using a constant temperature is an adequate and simple heuristic that is about as good as simulated annealing. The depth-two heuristic gives deceptive results at the moment. The results of our Monte-Carlo programs against knowledge-based programs on 9x9 boards are promising. Finally, the ever-increasing power of computers lead us to think that Monte-Carlo approaches are worth considering for computer Go in the future.

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Journal ArticleDOI

Mastering the game of Go with deep neural networks and tree search

TL;DR: Using this search algorithm, the program AlphaGo achieved a 99.8% winning rate against other Go programs, and defeated the human European Go champion by 5 games to 0.5, the first time that a computer program has defeated a human professional player in the full-sized game of Go.
Book ChapterDOI

Bandit based monte-carlo planning

TL;DR: In this article, a bandit-based Monte-Carlo planning algorithm is proposed for large state-space Markovian decision problems (MDPs), which is one of the few viable approaches to find near-optimal solutions.
Book ChapterDOI

Efficient selectivity and backup operators in Monte-Carlo tree search

TL;DR: 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 is presented, that provides finegrained control of the tree growth, at the level of individual simulations, and allows efficient selectivity.
BookDOI

Artificial Intelligence for Games

TL;DR: Artificial Neural Networks Board Games Game Theory Minimaxing Transposition Tables and Memory Memory-Enhanced Test Algorithms Opening Books and Other Set Plays Further Optimizations Turn-Based Strategy Games Supporting Technologies Execution Management Scheduling Anytime Algorithm Level of Detail World Interfacing Communication Getting Knowledge Efficiently Event Managers Polling Stations Sense Management Tools and Content Creation.
Journal ArticleDOI

Progressive Strategies for Monte-Carlo Tree Search

TL;DR: Two progressive strategies for MCTS are introduced, called progressive bias and progressive unpruning, which enable the use of relatively time-expensive heuristic knowledge without speed reduction.
References
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Optimization by Simulated Annealing

TL;DR: There is a deep and useful connection between statistical mechanics and multivariate or combinatorial optimization (finding the minimum of a given function depending on many parameters), and a detailed analogy with annealing in solids provides a framework for optimization of very large and complex systems.
Book

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TL;DR: This paper presents a meta-modelling framework that automates the very labor-intensive and therefore time-heavy and expensive process of manually cataloging samples and generating random numbers.
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The challenge of poker

TL;DR: The design considerations and architecture of the poker program Poki are described, which is a program capable of playing reasonably strong poker, but there remains considerable research to be done to play at world-class level.
Journal ArticleDOI

Computer Go: an AI oriented survey

TL;DR: The goal of this paper is to present Computer Go by showing the links between existing studies on Computer Go and different AI related domains: evaluation function, heuristic search, machine learning, automatic knowledge generation, mathematical morphology and cognitive science.
Journal ArticleDOI

Programming backgammon using self-teaching neural nets

TL;DR: This paper views machine learning as a tool in a programmer's toolkit, and considers how it can be combined with other programming techniques to achieve and surpass world-class backgammon play.
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