Automated domain analysis and transfer learning in general game playing

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Automated domain analysis and transfer learning in general game playing

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dc.contributor.advisor Stone, Peter, 1971-
dc.creator Kuhlmann, Gregory John
dc.date.accessioned 2010-12-13T22:14:54Z
dc.date.accessioned 2010-12-13T22:15:00Z
dc.date.available 2010-12-13T22:14:54Z
dc.date.available 2010-12-13T22:15:00Z
dc.date.created 2010-08
dc.date.issued 2010-12-13
dc.date.submitted August 2010
dc.identifier.uri http://hdl.handle.net/2152/ETD-UT-2010-08-1975
dc.description.abstract Creating programs that can play games such as chess, checkers, and backgammon, at a high level has long been a challenge and benchmark for AI. Computer game playing is arguably one of AI's biggest success stories. Several game playing systems developed in the past, such as Deep Blue, Chinook and TD-Gammon have demonstrated competitive play against the top human players. However, such systems are limited in that they play only one particular game and they typically must be supplied with game-specific knowledge. While their performance is impressive, it is difficult to determine if their success is due to generally applicable techniques or due to the human game analysis. A general game player is an agent capable of taking as input a description of a game's rules and proceeding to play without any subsequent human input. In doing so, the agent, rather than the human designer, is responsible for the domain analysis. Developing such a system requires the integration of several AI components, including theorem proving, feature discovery, heuristic search, and machine learning. In the general game playing scenario, the player agent is supplied with a game's rules in a formal language, prior to match play. This thesis contributes a collection of general methods for analyzing these game descriptions to improve performance. Prior work on automated domain analysis has focused on generating heuristic evaluation functions for use in search. The thesis builds upon this work by introducing a novel feature generation method. Also, I introduce a method for generating and comparing simple evaluation functions based on these features. I describe how more sophisticated evaluation functions can be generated through learning. Finally, this thesis demonstrates the utility of domain analysis in facilitating knowledge transfer between games for improved learning speed. The contributions are fully implemented with empirical results in the general game playing system.
dc.format.mimetype application/pdf
dc.language.iso eng
dc.subject Games
dc.subject Machine learning
dc.subject Knowledge transfer
dc.subject Reinforcement learning
dc.subject General game playing
dc.subject Computer games
dc.subject Artificial Intelligence
dc.subject AI
dc.title Automated domain analysis and transfer learning in general game playing
dc.date.updated 2010-12-13T22:15:00Z
dc.contributor.committeeMember Lifschitz, Vladimir
dc.contributor.committeeMember Mooney, Raymond J.
dc.contributor.committeeMember Porter, Bruce W.
dc.contributor.committeeMember Schaeffer, Jonathan
dc.description.department Computer Sciences
dc.type.genre thesis
dc.type.material text
thesis.degree.department Computer Sciences
thesis.degree.discipline Computer Sciences
thesis.degree.grantor University of Texas at Austin
thesis.degree.level Doctoral
thesis.degree.name Doctor of Philosophy

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