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Automated Generation of New Concepts from General Game Playing

Sato, Yuichiro; Cazenave, Tristan (2014), Automated Generation of New Concepts from General Game Playing, in Cazenave, Tristan; Winands, Mark H.M.; Iida, Hiroyuki, Computer Games. Workshop on Computer Games, CGW 2013, Held in Conjunction with the 23rd International Conference on Artificial Intelligence, IJCAI 2013, Beijing, China, August 3, 2013, Revised Selected Papers, Springer : Berlin, p. 71-80. 10.1007/978-3-319-05428-5_6

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Type
Communication / Conférence
Date
2014
Conference title
Workshop on Computer Games, CGW 2013
Conference date
2013-08
Conference city
Beijing
Conference country
China
Book title
Computer Games. Workshop on Computer Games, CGW 2013, Held in Conjunction with the 23rd International Conference on Artificial Intelligence, IJCAI 2013, Beijing, China, August 3, 2013, Revised Selected Papers
Book author
Cazenave, Tristan; Winands, Mark H.M.; Iida, Hiroyuki
Publisher
Springer
Series title
Communications in Computer and Information Science
Series number
408
Published in
Berlin
ISBN
978-3-319-05427-8
Number of pages
133
Pages
71-80
Publication identifier
10.1007/978-3-319-05428-5_6
Metadata
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Author(s)
Sato, Yuichiro
Human Information Processing Laboratory - Japanese Advances Institute of Science and Technology [Ishikawa] [HIP/JAIST]
Cazenave, Tristan
Laboratoire d'analyse et modélisation de systèmes pour l'aide à la décision [LAMSADE]
Abstract (EN)
In this paper, we propose algorithms to extract explicit concepts from general games and these concepts are useful to understand semantics of games using General Game Playing as a research domain. General Game Playing is a research domain to invent game players which are able to play general games without any human intervention. There are many approaches to General Game Playing, for example, UCT, Neural Network, and Simulation-based approaches. Successful knowledge acquisition is reported in these approaches. However, generated knowledge is not explicit in conventional methods. We extract explicit concepts from heuristic functions obtained using a simulation based approach. Concepts to understand the semantics of Tic-tac-toe are generated by our approach. These concepts are also available to understand the semantics of Connect Four. We conclude that our approach is applicable to general games and is able to extract explicit concepts which are able to be understood by humans.
Subjects / Keywords
General Game Playing

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