Experiences in Evaluation with BKG - A Program that Plays Backgammon
نویسنده
چکیده
Because of v e r y high branching factors, a backgammon p r o g r a m must re ly on knowledge rather than search for p e r f o r m a n c e . We here discuss insights gained about the s t r u c t u r e of evaluat ion functions for a large domain such as backgammon. Evaluation began as a single linear po lynomia l of backgammon features. Later, we introduced Ma te -c lasses , each w i th its own evaluation function. This i m p r o v e d the play, but caused problems wi th o d g e e f f e c t s be tween state-classes. Our latest ef for t uses models of posi t ion potential to select across the set of best members of each represented state-class. "This has p roduced a significant jump in performance of BKG. Because of the localization of knowledge, state-classes permi t re la t i ve ly easy modif ication of knowledge used in eva lua t ion . They also permit the building of opponent models based upon what evidence shows the o p p o n e n t knows in each state-class. Our p rog ram plays a general ly competent game at an i n te rmed ia te level of skill. It correct ly solves a high pe rcen tage of intermediate level problems in books. I. Why Yet Another Game? Backgammon is a game of skill and chance. It is an i n t e r e s t i n g ob jec t of study for AI because in any given pos i t i on (of w i t h there are 1 0 ? 0 [Le76]), there are 21 poss ib le combinat ions that the throw of two dice can p roduce . Each of these, can be played legally in the ave rage board posi t ion about 40 di f ferent ways ( about 17 in actual game posit ions). Thus if one were to i nves t iga te a backgammon posit ion by tree searching, it w o u l d be necessary to deal wi th a branching factor of more than 8 0 0 (!!) at every node. Clearly this is comp le te l y impract ical . Therefore backgammon must be app roached w i t h evaluat ion and knowledge in mind. Pos i t ion Pi wi l l have to p re fe r red over posit ion P2 because it has fea tu res that more endear it to the player who can produce it than the features that obtain in P2. In a game such as chess, it has been customary to search v e r y large t rees of 5000 to 2 million terminal nodes. In such a paradigm, the execution of a terminal eva lua t ion funct ion requires a certain amount of time, wh i ch must then be mult ipl ied by the expected number of te rmina l nodes in the search. Thus designers of chess programs are very circumspect in creating Tins w o r k was suppor ted by the Advanced Research P ro jec t s Agency of the Office of the Secretary of Defense (con t rac t F 4 4 6 2 0 7 3 C 0 0 7 4 ) and is monitored by the Air Force Off ice of Scientif ic Research. P r o h l f » n S o l v ]nr 428 eva lua t i on funct ions which require lengthy execution t imes. For this reason certa in features that are not t r i v i a l to compute are usually left out, so that the p r o g r a m may opera te faster and search more. Since t h e r e can be l i t t le or no searching in a practical backgammon p rogram, these contingencies will not apply. On the c o n t r a r y , it is desirable to apply all possible know ledge to successor posit ions of the root node, in an a t tempt to f ind the best next move. Further, the fact that modern backgammon involves doubling places an e v e n g rea te r emphasis on the use of knowledge, since it r equ i r es an understanding of a posit ion (not just the ab i l i t y to d iscr iminate the best move) to know when to doub le and when to accept or refuse. I I . t he S t ruc tu re of BKG BKG is an in terac t ive program. For a given roll of the d ice, it genera tes a list of all possible legal plays. If it is the p rogram's t u r n to play, i t serves these potential p lays up one at a time to the evaluation procedure. It t hen selects the best. If it is a human opponents's turn to p lay, it wai ts to receive a legal play from its
منابع مشابه
Eecient Approximation of Backgammon Race Equities
This article presents e cient equity approximations for backgammon races based on statistical analyses. In conjunction with a 1{ply search the constructed evaluation functions allow a program to play short races almost perfectly with regard to checker{play as well as doubling cube handling. Moreover, the evaluation can naturally be extended to long races without losing much accuracy.
متن کاملEfficient Approximation of Backgammon Race Equities
of Backgammon Race Equities Michael Buro NEC Research Institute 4 Independence Way Princeton NJ 08540, USA Abstract This article presents e cient equity approximations for backgammon races based on statistical analyses. In conjunction with a 1{ply search the constructed evaluation functions allow a program to play short races almost perfectly with regard to checker{play as well as doubling cube...
متن کاملAnyGammon: Playing backgammon variants using any board size
In this paper we describe AnyGammon, a program that extends the casual board game of backgammon to different board sizes while retaining the familiar game rules. Small board sizes make it easier to analyze algorithms and game evaluation functions. Large board sizes make the original games more challenging and interesting for the players. Finally, we demonstrate how ancient, forgotten variants o...
متن کاملTraining Neural Networks to Play Backgammon Variants Using Reinforcement Learning
Backgammon is a board game that has been studied considerably by computer scientists. Apart from standard backgammon, several yet unexplored variants of the game exist, which use the same board, number of checkers, and dice but may have different rules for moving the checkers, starting positions and movement direction. This paper studies two popular variants in Greece and neighboring countries,...
متن کاملNeurogammon: a neural-network backgammon program
Neurogammon 1.0 is a complete backgammon program which uses multilayer neural networks to make move decisions and doubling decisions. The networks were trained by back-propagation on large expert data sets. Neurogammon appears to play backgammon at a substantially higher level than conventional programs. At the recently held First Computer Olympiad in London, Neurogammon won the backgammon comp...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
دوره شماره
صفحات -
تاریخ انتشار 1977