Unlike traditional game playing, General Game Playing (GGP) is concerned with agents capable of playing classes of games. Given the rules of an unknown game, the agent is supposed to play well without human intervention. For this purpose, agent systems using game tree search need to auto-matically construct a state value function to guide search. This state value function is often either probabilistic as in Monte-Carlo Systems and thus most likely unable to com-pete with deterministic functions in games like chess; or it is expensive in construction due to feature generation and learning-based selection and weighting mechanisms. In this work we present an alternative method that derives fea-tures from the goal conditions stated in the game ...
The aim of General Game Playing (GGP) is to create intel-ligent agents that can automatically learn ...
In many board games and other abstract games, patterns have been used as features that can guide aut...
In many board games and other abstract games, patterns have been used as features that can guide aut...
Computer game players are typically designed to play a single game: today’s best chess-playing progr...
Computer game players are typically designed to play a sin-gle game: today’s best chess-playing prog...
This thesis deals with general game playing agent systems. On the contrary with common agents, which...
While in traditional computer game playing agents were designed solely for the purpose of playing on...
The goal of General Game Playing (GGP) is to develop a system, that is able to automatically play pr...
The goal of General Game Playing (GGP) is to develop a system, that is able to automatically play pr...
While in traditional computer game playing agents were designed solely for the purpose of playing on...
The aim of General Game Playing (GGP) is to create intelligent agents that automatically learn how t...
General Game Players (GGPs) are programs which can play an arbitrary game given only its rules and t...
textCreating programs that can play games such as chess, checkers, and backgammon, at a high level ...
textCreating programs that can play games such as chess, checkers, and backgammon, at a high level ...
The aim of General Game Playing (GGP) is to create intelligent agents that can automatically learn h...
The aim of General Game Playing (GGP) is to create intel-ligent agents that can automatically learn ...
In many board games and other abstract games, patterns have been used as features that can guide aut...
In many board games and other abstract games, patterns have been used as features that can guide aut...
Computer game players are typically designed to play a single game: today’s best chess-playing progr...
Computer game players are typically designed to play a sin-gle game: today’s best chess-playing prog...
This thesis deals with general game playing agent systems. On the contrary with common agents, which...
While in traditional computer game playing agents were designed solely for the purpose of playing on...
The goal of General Game Playing (GGP) is to develop a system, that is able to automatically play pr...
The goal of General Game Playing (GGP) is to develop a system, that is able to automatically play pr...
While in traditional computer game playing agents were designed solely for the purpose of playing on...
The aim of General Game Playing (GGP) is to create intelligent agents that automatically learn how t...
General Game Players (GGPs) are programs which can play an arbitrary game given only its rules and t...
textCreating programs that can play games such as chess, checkers, and backgammon, at a high level ...
textCreating programs that can play games such as chess, checkers, and backgammon, at a high level ...
The aim of General Game Playing (GGP) is to create intelligent agents that can automatically learn h...
The aim of General Game Playing (GGP) is to create intel-ligent agents that can automatically learn ...
In many board games and other abstract games, patterns have been used as features that can guide aut...
In many board games and other abstract games, patterns have been used as features that can guide aut...