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AI Game-Playing Techniques

AI Magazine

In conjunction with the Association for the Advancement of Artificial Intelligence's Hall of Champions exhibit, the Innovative Applications of Artificial Intelligence held a panel discussion entitled "AI Game-Playing Techniques: Are They Useful for Anything Other Than Games?" This article summarizes the panelists' comments about whether ideas and techniques from AI game playing are useful elsewhere and what kinds of game might be suitable as "challenge problems" for future research.


Solving Highly Constrained Search Problems with Quantum Computers

Journal of Artificial Intelligence Research

A previously developed quantum search algorithm for solving 1-SAT problems in a single step is generalized to apply to a range of highly constrained k-SAT problems. We identify a bound on the number of clauses in satisfiability problems for which the generalized algorithm can find a solution in a constant number of steps as the number of variables increases. This performance contrasts with the linear growth in the number of steps required by the best classical algorithms, and the exponential number required by classical and quantum methods that ignore the problem structure. In some cases, the algorithm can also guarantee that insoluble problems in fact have no solutions, unlike previously proposed quantum search algorithms.


TDLeaf(lambda): Combining Temporal Difference Learning with Game-Tree Search

arXiv.org Artificial Intelligence

In this paper we present TDLeaf(lambda), a variation on the TD(lambda) algorithm that enables it to be used in conjunction with minimax search. We present some experiments in both chess and backgammon which demonstrate its utility and provide comparisons with TD(lambda) and another less radical variant, TD-directed(lambda). In particular, our chess program, ``KnightCap,'' used TDLeaf(lambda) to learn its evaluation function while playing on the Free Internet Chess Server (FICS, fics.onenet.net). It improved from a 1650 rating to a 2100 rating in just 308 games. We discuss some of the reasons for this success and the relationship between our results and Tesauro's results in backgammon.


Minimax and Hamiltonian Dynamics of Excitatory-Inhibitory Networks

Neural Information Processing Systems

A Lyapunov function for excitatory-inhibitory networks is constructed. The construction assumes symmetric interactions within excitatory and inhibitory populations of neurons, and antisymmetric interactions between populations. The Lyapunov function yields sufficient conditions for the global asymptotic stability of fixed points. If these conditions are violated, limit cycles may be stable. The relations of the Lyapunov function to optimization theory and classical mechanics are revealed by minimax and dissipative Hamiltonian forms of the network dynamics.


Minimax and Hamiltonian Dynamics of Excitatory-Inhibitory Networks

Neural Information Processing Systems

A Lyapunov function for excitatory-inhibitory networks is constructed. The construction assumes symmetric interactions within excitatory and inhibitory populations of neurons, and antisymmetric interactions between populations. The Lyapunov function yields sufficient conditions for the global asymptotic stability of fixed points. If these conditions are violated, limit cycles may be stable. The relations of the Lyapunov function to optimization theory and classical mechanics are revealed by minimax and dissipative Hamiltonian forms of the network dynamics.


Minimax and Hamiltonian Dynamics of Excitatory-Inhibitory Networks

Neural Information Processing Systems

A Lyapunov function for excitatory-inhibitory networks is constructed. The construction assumes symmetric interactions within excitatory and inhibitory populations of neurons, and antisymmetric interactions between populations.The Lyapunov function yields sufficient conditions for the global asymptotic stability of fixed points. If these conditions are violated, limit cycles may be stable. The relations of the Lyapunov function to optimization theory and classical mechanics are revealed by minimax and dissipative Hamiltonian forms of the network dynamics. The dynamics of a neural network with symmetric interactions provably converges to fixed points under very general assumptions[l, 2].


A Generic Framework for Constraint-Directed Search and Scheduling

AI Magazine

This article introduces a generic framework for constraint-directed search. The research literature in constraint-directed scheduling is placed within the framework both to provide insight into, and examples of, the framework and to allow a new perspective on the scheduling literature. We show how a number of algorithms from the constraint-directed scheduling research can be conceptualized within the framework. This conceptualization allows us to identify and compare variations of components of our framework and provides new perspective on open research issues. We discuss the prospects for an overall comparison of scheduling strategies and show that firm conclusions vis-a-vis such a comparison are not supported by the literature. Our principal conclusion is the need for an empirical model of both the characteristics of scheduling problems and the solution techniques themselves. Our framework is offered as a tool for the development of such an understanding of constraint-directed scheduling and, more generally, constraint-directed search.


Adaptive Parallel Iterative Deepening Search

Journal of Artificial Intelligence Research

Many of the artificial intelligence techniques developed to date rely on heuristic search through large spaces. Unfortunately, the size of these spaces and the corresponding computational effort reduce the applicability of otherwise novel and effective algorithms. A number of parallel and distributed approaches to search have considerably improved the performance of the search process. Our goal is to develop an architecture that automatically selects parallel search strategies for optimal performance on a variety of search problems. In this paper we describe one such architecture realized in the Eureka system, which combines the benefits of many different approaches to parallel heuristic search. Through empirical and theoretical analyses we observe that features of the problem space directly affect the choice of optimal parallel search strategy. We then employ machine learning techniques to select the optimal parallel search strategy for a given problem space. When a new search task is input to the system, Eureka uses features describing the search space and the chosen architecture to automatically select the appropriate search strategy. Eureka has been tested on a MIMD parallel processor, a distributed network of workstations, and a single workstation using multithreading. Results generated from fifteen puzzle problems, robot arm motion problems, artificial search spaces, and planning problems indicate that Eureka outperforms any of the tested strategies used exclusively for all problem instances and is able to greatly reduce the search time for these applications.


Computer Bridge: A Big Win for AI Planning

AI Magazine

A computer program that uses AI planning techniques is now the world champion computer program in the game of Contract Bridge. As reported in The New York Times and The Washington Post, this program -- a new version of Great Game Products' BRIDGE BARON program -- won the Baron Barclay World Bridge Computer Challenge, an international competition hosted in July 1997 by the American Contract Bridge League. It is well known that the game tree search techniques used in computer programs for games such as Chess and Checkers work differently from how humans think about such games. In contrast, our new version of the BRIDGE BARON emulates the way in which a human might plan declarer play in Bridge by using an adaptation of hierarchical task network planning. This article gives an overview of the planning techniques that we have incorporated into the BRIDGE BARON and discusses what the program's victory signifies for research on AI planning and game playing.


Genetic Algorithms and Explicit Search Statistics

Neural Information Processing Systems

The genetic algorithm (GA) is a heuristic search procedure based on mechanisms abstracted from population genetics. In a previous paper [Baluja & Caruana, 1995], we showed that much simpler algorithms, such as hillcIimbing and Population Based Incremental Learning (PBIL), perform comparably to GAs on an optimization problem custom designed to benefit from the GA's operators. This paper extends these results in two directions. First, in a large-scale empirical comparison of problems that have been reported in GA literature, we show that on many problems, simpler algorithms can perform significantly better than GAs. Second, we describe when crossover is useful, and show how it can be incorporated into PBIL. 1 IMPLICIT VS.