📖
Intelligent Agents for the Game of Go
Jean-Baptiste Hoock, Chang-Shing Lee, Arpad Rimmel, Fabien Teytaud, Olivier Teytaud, Mei-Hui Wang

Intelligent Agents for the Game of Go

Science & Mathematics Published 2010 Verification Pending

Overview & Synopsis

Monte-Carlo Tree Search (MCTS) is a very efficient recent technology for games and planning, par- ticularly in the high-dimensional case, when the number of time steps is moderate and when there is no natural evaluation function. Surprisingly, MCTS makes very little use of learning. In this paper, we present four techniques (ontologies, Bernstein races, Contextual Monte-Carlo and poolRave) for learning agents in Monte-Carlo Tree Search, and experiment them in difficult games and in particular, the game of Go.

Indexed from repository: HAL Open Science (hal.science)
Loading document from verified source...
Keyboard Shortcuts: ← / → for pages • + / - for zoom • 0 to fit width Powered by Mozilla PDF.js v3.11

Document Information

Document Title Intelligent Agents for the Game of Go
Author / Organization Jean-Baptiste Hoock, Chang-Shing Lee, Arpad Rimmel, Fabien Teytaud, Olivier Teytaud, Mei-Hui Wang
Subject & Discipline Multidisciplinary Academic Open Research
Categories Science & Mathematics
Publication Year 2010
License / Rights Open Access / Creative Commons
Resource Verification Listed PDF (Verification Pending)
Original Host Website HAL Open Science (hal.science)
File Format application/pdf (Portable Document Format)
Language EN
Catalog ID DOC-182728
Original Source Link Visit Source Page on hal.science »