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Polygames: Improved Zero Learning Polygames:改进零学习
Pub Date : 2020-01-27 DOI: 10.3233/ICG-200157
T. Cazenave, Yen-Chi Chen, Guanting Chen, Shi-Yu Chen, Xian-Dong Chiu, J. Dehos, Maria Elsa, Qucheng Gong, Hengyuan Hu, Vasil Khalidov, Cheng-Ling Li, Hsin-I Lin, Yu-Jin Lin, Xavier Martinet, Vegard Mella, J. Rapin, Baptiste Rozière, Gabriel Synnaeve, F. Teytaud, O. Teytaud, Shi-Cheng Ye, Yi-Jun Ye, Shi-Jim Yen, Sergey Zagoruyko
Since DeepMind’s AlphaZero, Zero learning quickly became the state-of-the-art method for many board games. It can be improved using a fully convolutional structure (no fully connected layer). Using such an architecture plus global pooling, we can create bots independent of the board size. The training can be made more robust by keeping track of the best checkpoints during the training and by training against them. Using these features, we release Polygames, our framework for Zero learning, with its library of games and its checkpoints. We won against strong humans at the game of Hex in 19 × 19, including the human player with the best ELO rank on LittleGolem; we incidentally also won against another Zero implementation, which was weaker than humans: in a discussion on LittleGolem, Hex19 was said to be intractable for zero learning. We also won in Havannah with size 8: win against the strongest player, namely Eobllor, with excellent opening moves. We also won several first places at the TAAI 2019 competitions and had positive results against strong bots in various games.
自从DeepMind的AlphaZero之后,Zero学习迅速成为许多棋类游戏的最先进方法。它可以使用全卷积结构(没有完全连接层)来改进。使用这样的架构加上全局池,我们可以创建独立于板大小的bot。通过在训练期间跟踪最佳检查点并针对它们进行训练,可以使训练更加健壮。利用这些功能,我们发布了Polygames,这是我们的零学习框架,带有游戏库和检查点。我们在19 × 19的Hex比赛中战胜了强大的人类选手,包括little legolem上ELO排名最高的人类选手;顺便说一句,我们也战胜了另一个Zero实现,它比人类弱:在littlelegolem的讨论中,Hex19被认为是难以实现零学习的。我们在哈瓦那也以8号赢得了比赛:凭借出色的开局,我们战胜了最强的选手Eobllor。我们还在2019年的TAAI比赛中获得了几次第一名,并在各种比赛中对阵强大的机器人取得了积极的成绩。
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引用次数: 29
TCEC Cup 5
Pub Date : 2020-01-01 DOI: 10.3233/icg-200150
G. Haworth, Nelson Hernandez
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引用次数: 0
Nyanpass wins Minishogi and Diceshogi tournaments
Pub Date : 2020-01-01 DOI: 10.3233/icg-190139
Jr-Chang Chen, Hsuan-Yu Wang, Po-Hsun Chen
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引用次数: 0
Jacques Pitrat (1934-2019): An obituary
Pub Date : 2020-01-01 DOI: 10.3233/icg-190142
T. Cazenave
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引用次数: 1
Requiem wins Nonogram tournament 安魂曲赢得非乐谱锦标赛
Pub Date : 2020-01-01 DOI: 10.3233/icg-190130
Yen-Chi Chen, Shun-Shii Lin
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引用次数: 0
A polyomino puzzle for arithmetic practice 用于算术练习的多项式谜题
Pub Date : 2020-01-01 DOI: 10.3233/icg-200170
Jérémy Foxcroft, D. Ashlock
Recent trends in mathematics education emphasize discovery learning over drill. This has proven to be a bad idea in some cases, for the simple reason that practice is required to learn basic arithmetic skills. Drills in arithmetic skills can be made interesting through gamification. This study proposes a family of puzzles that gamify arithmetic practice. The puzzles are designed with an evolutionary algorithm forming an instance of automatic content generation. Two methods of evolutionary puzzle design are presented and discussed. The first method used transformed the problem into an almost trivial optimization. The second algorithm was designed to avoid the flaws of the first and produced a huge variety of puzzles. A hardness measure, based on the difficulty experienced by the evolutionary puzzle generator, is employed. The hardness measure is tested on a large collection of puzzles produced with the evolutionary automatic content generation system. An initial assumption, that all the pieces in the puzzle must be used to achieve a maximum score, was shown to be incorrect in puzzles located via automatic search. Two classes of puzzle are defined: those where the optimal solution uses all pieces and those where the optimal solution fails to use at least one piece. The latter sort of puzzle were found to be far more common in the search space.
最近的数学教育趋势强调发现学习而不是练习。在某些情况下,这被证明是一个坏主意,原因很简单,学习基本的算术技能需要练习。通过游戏化可以使算术技能的练习变得有趣。这项研究提出了一系列使算术练习游戏化的谜题。这些谜题是用进化算法设计的,形成了一个自动内容生成的实例。提出并讨论了进化谜题设计的两种方法。使用的第一种方法将问题转化为几乎微不足道的优化。第二个算法的设计是为了避免第一个算法的缺陷,并产生了各种各样的谜题。采用了基于进化解谜生成器所经历的难度的硬度度量。硬度测量是在进化自动内容生成系统产生的大量拼图上进行测试的。最初的假设是,必须使用拼图中的所有碎片才能获得最高分数,但在通过自动搜索定位的拼图中被证明是不正确的。这里定义了两类谜题:最优解决方案使用所有组件的谜题,以及最优解决方案至少没有使用一个组件的谜题。人们发现后一种谜题在搜索领域更为常见。
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引用次数: 0
A program for analyzing two move chess problems 一个分析两步棋问题的程序
Pub Date : 2020-01-01 DOI: 10.3233/icg-200162
D. Müller
This contribution reports about an almost forgotten attempt to find themes in chess composition automatically by machine. Based on investigations of the late International Master of Chess Composition Dieter Müller in the 1970s, the writers describe some of his results. They hope to fill a gap in the great history of chess programming.
这篇文章报告了一项几乎被遗忘的尝试,即通过机器自动找到象棋构图中的主题。作者根据20世纪70年代对已故国际象棋作曲大师迪特尔·米勒的调查,描述了他的一些研究成果。他们希望填补国际象棋编程伟大历史上的空白。
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引用次数: 0
An analysis of games played in world computer chess championships over the years 对多年来世界计算机国际象棋锦标赛比赛的分析
Pub Date : 2020-01-01 DOI: 10.3233/icg-200148
M. Newborn
It is been 46 years since the first computer chess world championship was held in Stockholm in 1974, and there have now been 24 more with over 700 games played. This paper investigates a number of questions that a curious soul might ask regarding the results of these games, especially how they ended. The data provided herein attempts to answer several related questions. In addition, it presents data showing how ratings of the top engines have increased over the years.
自1974年在斯德哥尔摩举办第一届计算机国际象棋世界锦标赛以来,已经过去了46年,迄今为止已经举办了24届,超过700场比赛。本文调查了一些好奇的人可能会问的关于这些游戏结果的问题,特别是它们是如何结束的。本文提供的数据试图回答几个相关的问题。此外,它还提供了显示多年来顶级引擎评级如何增加的数据。
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引用次数: 0
The 1970 United States computer chess championship: The start of the longest-running experiment in computer science history 1970年美国计算机国际象棋锦标赛:计算机科学史上持续时间最长的实验的开始
Pub Date : 2020-01-01 DOI: 10.3233/icg-200149
J. Schaeffer
On August 31, 1970, an experiment began that continues to this day. The first chess tournament for computers was held as part of the Association for Computing Machinery’s (ACM’s) National Conference. The interest generated was tremendous, leading to ACM sponsoring an annual event until 1994. Chess competitions continue to this day, allowing for 50 years of data on the growth of artificial intelligence capabilities in this domain. During this period, program ratings have soared from roughly 1400 in 1970 to over 3500 today. The 1970 event was the first continuous competition in computer science history, and it represents the longest ongoing experiment in computer science history.1
1970年8月31日,一项持续至今的实验开始了。第一届计算机国际象棋锦标赛是作为计算机协会(ACM)全国会议的一部分举行的。产生了巨大的兴趣,导致ACM每年赞助一次活动,直到1994年。国际象棋比赛一直持续到今天,允许50年来人工智能能力在这一领域的增长数据。在此期间,节目收视率从1970年的1400左右飙升至今天的3500多。1970年的比赛是计算机科学史上第一次连续的比赛,它代表了计算机科学史上持续时间最长的实验
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引用次数: 1
The SSDF Rating List, 2020-07, in memoriam Tony Hedlund 2020-07年,纪念托尼·赫伦德的国家国防基金评级名单
Pub Date : 2020-01-01 DOI: 10.3233/icg-200155
Lars Sandin, G. Haworth
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引用次数: 0
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J. Int. Comput. Games Assoc.
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