Title: Investigation of learning Behavioural Functions in games
1Investigation of learning Behavioural Functions
in games
- Jonathan Hitchcock
- Supervisor George Wells
2Background
- Artificial Intelligence
- Very useful to automate different behaviors
- Games are a good model to test AI
- An investigation into general game-intelligence
will have implications for all AI - This project is a survey of what has been done in
these areas
3Classification (1)
- Some games have very similar solutions
- A solution to one will work for others
- If a classification of these games can divide
them into categories, then each category can be
worked on - Characteristics of games that are important to
their solution need to be found
4Classification (2)
- I found three important characteristics
- Number of options available at each move
- Size of search space for solution
- Necessity of context for game position
- Some characteristics seem important, but arent,
for this project - Number of players
- Perfect information
- Zero-sum
5Graph of Characteristics
options
context
search space
- Note characteristics are not independent, and
affect each other
6Finite space, limited options, non-contextual
RoShamBo
- Rock Paper Scissors
- Very simple set of options
- Yet, huge tournaments held, with different
strategies tried out, etc - Some very clever methods thought up
- Statistical, pattern matching, strategy-matching
7RoShamBo tournament results
- W L D
- 1. Iocaine Powder 30 0 11
- 2. Phasenbott 26 1 14
- 3. Simple Modeller 24 2 15
- 24. Random(optimal) 2 2 37
- 28. Multi-strategy 12 21 8
- 37. Beat Last Move 5 27 9
- 38. Good Ole Rock 3 27 11
- 40. Rotate R-P-S 1 26 14
- 41. R-P-S 20-20-60 1 27 13
8Finite space, limited options, contextual
Tic-Tac-Toe
- More complex than non-contextual
- Addition of context increases the search-space
- Bean-playing, M.E.N.A.C.E
- Investigate all options, mark as good or bad
- After enough games, this will never lose
- Weighting may be necessary, rather than simple
boolean marking, due to size of space
9Infinite space, limited options, non-contextual
Backgammon
- Game is of indefinite length, options vary
- A good move can be worked out from simply
examining the position - Neural Nets have reached world-class level at
backgammon, with no external training - Excel at strategic and positional judgment
- Not good at technicalpositions (bearing in
against an anchor) we solve by probabilities - 1,500,000 games needed to train
10Infinite space, limited options, contextual
Rubik Cube
- No indication that the solution is near
- Search is possible, but very expensive
- Search until solution no evaluation function
- Externally taught solutions do well enough, but
are not extendible - It seems a combination of searching and rules is
necessary - Search a little, and generate rules from results
11Infinite space, unlimited options (1) Chess
- A very common problem
- Generally solved using space-searches, but
these are not perfect - Can use evaluation functions to shorten search
- Methods such as pattern-matching have been tried,
but are not too successful - Deep Blue uses very fast hardware, and highly
optimized searches, with very game-specific
evaluative functions
12Infinite space, unlimited options (2) Robot Wars
- A fairly common concept, very general battle
simulator - Closest to real situation wide variety of
actions, no specific goal - Rule-based solutions often do well (Quake bots)
- Neural Nets and Genetic algorithms have also been
successful - Like Chess, no real solution other than searches
13Findings
- There are some very good game-playing programs in
existence - Deep Blue and Neural-Net Backgammon programs have
achieved world class status - There are a number of very useful methods
- Optimized space-searches, and neural nets the
most common, and apparently the most powerful
14The Future
- A method which would work for all eight of my
categories would be very useful - Neural Nets seem to be the way forward in this
respect - Extend the categories Game Theory is a huge
field, and there is much that I have not covered