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Book ChapterDOI

The Games Computers (and People) Play

Jonathan Schaeffer
- Vol. 52, pp 1179
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TLDR
The past, present, and future of the development of games-playing programs are discussed and some surprising changes of direction occurring that will result in games being more of an experimental testbed for mainstream AI research, with less emphasis on building world-championship-caliber programs.
Abstract
The development of high-performance game-playing programs has been one of the major successes of artificial intelligence research. The results have been outstanding but, with one notable exception (Deep Blue), they have not been widely disseminated. This talk will discuss the past, present, and future of the development of games-playing programs. Case studies for backgammon, bridge, checkers, chess, go, hex, Othello, poker, and Scrabble will be used. The research emphasis of the past has been on high performance (synonymous with brute-force search) for twoplayer perfect-information games. The research emphasis of the present encompasses multi-player imperfect/nondeterministic information games. And what of the future? There are some surprising changes of direction occurring that will result in games being more of an experimental testbed for mainstream AI research, with less emphasis on building world-championship-caliber programs. One of the most profound contributions to mankind’s knowledge has been made by the artificial intelligence (AI) research community: the realization that intelligence is not uniquely human. 1 Using computers, it is possible to achieve human-like behavior in nonhumans. In other words, the illusion of human intelligence can be created in a computer. This idea has been vividly illustrated throughout the history of computer games research. Unlike most of the early work in AI, game researchers were interested in developing high-performance, real-time solutions to challenging problems. This led to an ends-justify-the-means attitude: the result—a strong chess program—was all that mattered, not the means by which it was achieved. In contrast, much of the mainstream AI work used simplified domains, while eschewing real-time performance objectives. This research typically used human intelligence as a model: one only had to emulate the human example to achieve intelligent behavior. The battle (and philosophical) lines were drawn. The difference in philosophy can be easily illustrated. The human brain and the computer are different machines, each with its own sets of strengths and weaknesses. Humans are good at, for example, learning, reasoning by analogy, and

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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.
Journal ArticleDOI

Monte-Carlo tree search and rapid action value estimation in computer Go

TL;DR: The Monte-Carlo revolution in computer Go is surveyed, the key ideas that led to the success of MoGo and subsequent Go programs are outlined, and for the first time a comprehensive description, in theory and in practice, of this extended framework for Monte- Carlo tree search is provided.
Proceedings Article

Rational and convergent learning in stochastic games

TL;DR: This paper introduces two properties as desirable for a learning agent when in the presence of other learning agents, namely rationality and convergence, and contributes a new learning algorithm, WoLF policy hillclimbing, that is proven to be rational.
Proceedings Article

Agent-human interactions in the continuous double auction

TL;DR: It is found that agents consistently obtain significantly larger gains from trade than their human counterparts, in sharp contrast to the robust convergence observed in previous all-human or all-agent CDA experiments.
Journal ArticleDOI

Games solved: now and in the future

TL;DR: It is concluded that decision complexity is more important than state-space complexity as a determining factor in games solved in the domain of two-person zero-sum games with perfect information and there is a trade-off between knowledge-based methods and brute-force methods.
References
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Journal ArticleDOI

The B* tree search algorithm: a best-first proof procedure

TL;DR: The algorithm, which is named B*, finds a proof that an arc at the root of a search tree is better than any other by attempting to find both the best arc atThe root and the simplest proof, in best-first fashion.
Book ChapterDOI

Chess 4.5-The Northwestern University chess program

TL;DR: This chapter will describe the structure of the CHESS 4.5 program, focusing on the practical considerations that motivated the implementation of its various features.
Journal ArticleDOI

A world championship caliber checkers program

TL;DR: The checkers program Chinook has won the right to play a 40-game match for the World Checkers Championship against Dr. Marion Tinsley, the first time a program has earned theright to contest for a human World Championship.
Journal ArticleDOI

Retrograde Analysis of Certain Endgames

Ken Thompson
- 01 Jan 1986 - 
Proceedings Article

Opponent modeling in poker

TL;DR: Loki is described and evaluated, a poker program capable of observing its opponents, constructing opponent models and dynamically adapting its play to best exploit patterns in the opponents' play.