SVM and Pattern-Enriched Common Fate Graphs for the Game of Go
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Abstract
We propose a pattern-based approach combined with the concept of Enriched Common Fate Graph for the problem of classifying Go positions. A kernel function for weighted graphs to compute the similarity between two board positions is proposed and used to learn a support vector machine and address the problem of position evaluation. Numerical simulations are carried out using a set of human played games and show the relevance of our approach.
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In many board games and other abstract games, patterns have been used as features that can guide automated game-playing agents. Such patterns or features often represent particular configurations of pieces, empty positions, etc., which may be relevant for a game's strategies. Their use has been particularly prevalent in the game of Go, but also many other games used as benchmarks for AI research. Simple, linear policies of such features are unlikely to produce state-of-the-art playing strength like the deep neural networks that have been more commonly used in recent years do. However, they typically require significantly fewer resources to train, which is paramount for large-scale studies of hundreds to thousands of distinct games. In this paper, we formulate a design and efficient implementation of spatial state-action features for general games. These are patterns that can be trained to incentivise or disincentivise actions based on whether or not they match variables of the s...

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