Automatic Construction of Static Evaluation Functions for Computer Game Players

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Automatic Construction of Static Evaluation Functions for Computer Game Players

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One of the strongest computer Othello players. won the human champion in 1997. Method ... Othello. 2 64 features - places and their stones ... –

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Title: Automatic Construction of Static Evaluation Functions for Computer Game Players


1
Automatic Construction of Static Evaluation
Functions for Computer Game Players
  • D1 Miwa Makoto
  • Chikayama Taura Lab

2
Outline
  • Introduction
  • Computer Game Player
  • Static Evaluation Functions
  • Automatic Construction of Static Evaluation
    Functions
  • GLEM
  • Static Evaluation Functions from domain theory
  • Conclusion Future Work

3
Computer Game Player
  • Game
  • 2-player, zero-sum, deterministic, and perfect
    information game
  • ex. chess, Shogi, Go, etc
  • Computer Game Player
  • receives a position and returns the next move
  • Important Features
  • Evaluation Functions
  • Game Tree Search ( search strategy)

4
Static Evaluation Functions (SEFs)
  • Static ? without search
  • Evaluate positions and assign their heuristic
    values
  • Probability to win
  • Distance to goal

E(p) number of lines open for X
number of lines open for O
E(p) 3 2 1 Evaluation Value
5
Static Evaluation Functions (SEFs)
Evaluation value
  • Rank treating positions

WIN
1
Static Evaluation Function
2
1
0
-1
-2
-1
LOSE
6
Game Tree Search
MAX
1
Tic Tac Toe with horizon 2
Static evaluation function
MIN
-1
0
1
Static evaluation fuctions decide the computer
game players behavior
7
Construction of SEFs
  • Two requirements
  • evaluation accuracy
  • speed
  • Representation of SEFs
  • Combinations of features
  • feature
  • Number of pieces, Position, etc

trade-off
8
Construction of SEFs
  • To write SEFs by hand, developers need ...
  • Deep knowledge about the treating game
  • To find useful features and essential features
  • Much effort to tune
  • To avoid oversights
  • ex. self-play, play with other players
  • What if no experts exist?
  • What if the player is stronger than human
    experts?
  • Automatic construction of SEFs

9
Automatic Construction of SEFs
  • Construction from simple features
  • Simple features
  • A set of units to represent a position
  • ex. Black stone on A1 (Othello)
  • 2 kinds of methods
  • Direct Method
  • Hybrid Method

10
Automatic Construction of SEFs
  • Direct Method
  • High-level combination of simple features
  • Genetic Programming, Neural networks, etc
  • Feature
  • High expressivity
  • Much resources
  • Difficult to analyze
  • Ex.
  • TD-Gammon, The Distributed Chess Project

11
Automatic Construction of SEFs
  • Hybrid Method
  • Linear combination of high-level features from
    simple features
  • Feature (in comparison with direct method)
  • Less expressive
  • Less resources
  • Easy to analyze and optimize constucted SEFs
  • ?Fast SEFs
  • Ex.
  • ZENITH, GLEM

12
GLEM (M. Buro, 1998)
  • Generalized Linear Evaluation Model
  • Application Othello
  • Logistello
  • One of the strongest computer Othello players
  • won the human champion in 1997

13
Method
  • Extraction of atomic features
  • Generation of configurations by conjunction of
    features
  • Weighting configurations using linear regression

14
Atomic features
  • Simple binary features
  • ex. Black stone on A1
  • Extracted by hand
  • ex. Othello
  • 264 features - places and their stones
  • Can not be expressed by a combination of other
    features.

15
Configurations
  • Extracting all conjunctions of atomic features is
    unreasonable
  • ex. Othello - 2128 conjunctions
  • Extract only frequent conjunction
  • (Configurations)
  • frequent
  • at least N times in the training set

16
Pattern
  • Treating the whole position at once costs high
  • Extract a part of the position by hand
  • Pattern values are pre-computed and preserved in
    a hash table
  • ? Fast Evaluation

Patterns in LOGISTELLO
17
Pattern
  • Evaluation using hash tables

Patterns in LOGISTELLO
18
Application Othello
  • 13 game stages (every 4 discs)
  • Sum of 51 pattern values
  • 1.4 million positions/sec on Athlon 2000
  • 1.5 million weights
  • 17 million training positions
  • 10x speedup
  • compared with the old one which won the human
    champion in 1997

19
SEFs from domain theory(Kaneko et al. 2003)
  • Based on ZENITH (Fawcett 1993)
  • Application Othello

20
SEFs from domain theory
  • Generation of logical features from domain theory
  • Extraction of evaluation features from logical
    features and selection
  • Weighting evaluation features using linear
    regression

21
Domain Theory
  • Rules and goal conditions written by a set of
    Horn Clauses
  • ex. Othello

22
Logical Features
  • Features generated from domain theory
  • Generation Strategy
  • Translate domain theory
  • Remove expensive features
  • Select features by backward elimination method

23
Logical Features
  • Translations

24
Evaluation Features
  • Evaluation Features
  • Boolean value
  • Conjunction of facts
  • ex. blank(a1) Æ owns(x, a2) Æ owns(o, a3)
  • (white can play on square a1)
  • fact
  • a clause without body
  • ex. owns, blank

25
Extraction of Evaluation Features
  • Translate logical feature to patterns.
  • logical feature
  • f(A) - legal_move(A, o).
  • unfolding
  • unfolded features
  • legal_move(a1, o) - blank(a1), owns(x, a2),
    owns(o, a3).
  • legal_move(a1, o) - blank(a1), owns(x, b1),
    owns(o, c1). .
  • extract conjunction of body
  • Evaluation Features
  • blank(a1) Æ owns(x, a2) Æ owns(o, a3)
  • blank(a1) Æ owns(x, b1) Æ owns(o, c1) .

26
Selection of Evaluation Features
  • Frequency
  • Reject high- and extreme low-frequency evaluation
    features
  • Approximated Forward Selection
  • Select high correlation pattern iteratively

27
Fast access to features
  • Hasse diagram
  • Kernel Extraction

28
Experimental Results
  • 11,079 logical features
  • 8,592,664 evaluation features without selection
  • 800,000 positions for training and 6,000
    positions for testing
  • Positions of 55 and 60 discs
  • Range of evaluation values -64, 64

29
Accuracy
as well or better than GLEM in accuracy
30
Speed
  • Athlon MP 2100
  • 30,000 positions/sec (1.4 million in GLEM)

31
Conclusion
  • Automatic Construction of Static Evaluation
    Functions
  • GLEM
  • SEFs from domain theory

32
Future Work
  • More sophisticated feature selection
  • Automatic extraction of GLEMs pattern
  • More expressive combination of simple features
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