Professional Documents
Culture Documents
2012-11-13
Search, Games and more
• Three aspects of games from the perspective of
search: a model of three masters [Iida, 2002]
• Towards the deeper understanding of
entertainment: game-refinement theory [Iida,
2003]
• Towards a search strategy for more human-like
performance [on-going]
• Towards the mathematical model of intellectual
interaction between players [Iida, 2012]
M/W A Model of
Winning Three Masters
[Iida 2002]
Game Theory
competitiveness
M/U
M/P
Playing Understanding
entertainment metaphor
M/W A Model of
Winning Three Masters
Revised (2012)
Game Theory
Combinatorial Game
Theory
competitiveness
M/U
M/P
Playing Understanding
entertainment interaction
M/W Minimax
J. von Neumann and O. Morgenstern
Theory of Games and Economic Behavior (1944) Second
Edition, Princeton University Press, Princeton, NJ,
1947.
Minimax (1928)
M/P
M/W Game-tree search
Programming a computer for playing chess First
presented at, the National IRE Convention, March 9,
1949, New York, U.S.A.
Minimax (1928)
M/P
M/W Alpha-beta algorithm
Knuth, D. E., and Moore, R. W. (1975). "
An Analysis of Alpha-Beta Pruning". Artificial
Intelligence Vol. 6, No. 4: 293–326.
Author of the seminal multi-volume work
The Art of Computer Programming,[3] Knuth has been called the
"father" of the analysis of algorithms, contributing to the
development of, and systematizing formal mathematical
techniques for, the rigorous analysis of the computational
complexity of algorithms, and in the process popularizing
asymptotic notation.
Alpha-beta (1975)
Minimax (1928)
M/P
M/W Opponent-model search
Potential Applications of OM-Search: Part 1. The
domain of applicability , Iida, H, Uiterwijk, J.W.H.M,
Herik, H.J.v.d. and Herschberg, I.S , ICCA
Journal , 16 , 4 , 201-208 , 1993
Alpha-beta (1975)
Minimax (1928)
M/P
M/W Proof-number search
L. Victor Allis, Maarten van der Meulen, and H. Jaap
van den Herik, “Proof-number Search”, Artificial
Intelligence, vol. 66, no. 1, pp. 91-124, March 1994.
Alpha-beta (1975)
Minimax (1928)
M/P
M/W Tutoring strategy
Tutoring Strategy in Game-Tree Search, H. Iida, K.
Handa, and J.W.H.M. Uiterwijk , ICCA Journal , 18 , 4 ,
191-205 , 1995
Minimax (1928)
M/P
M/W PN* search
Masahiro Seo , Hiroyuki Iida , Jos W.H.M. Uiterwijk,
The PN*-search algorithm: application to tsume-shogi,
Artificial Intelligence, v.129 n.1-2, p.253-277, 2001
Minimax (1928)
M/P
M/W Weak proof-number search
T. Ueda, T. Hashimoto, J. Hashimoto, and H. Iida,
“Weak Proof- Number Search,” in Proceedings of the
Conference on Computers and Games 2008
Minimax (1928)
M/P
M/W Synchronism in games
Outcome Uncertainty and Interestedness in Game-Playing: A
Case Study using Synchronized Hex , Alessandro Cincotti and
Hiroyuki Iida , New Mathematics and Natural
Computation , 2 , 2 , 173-181 , 2006
Minimax (1928)
M/P
Master-like opening strategy
M/W Self-Playing-based Opening Book Tuning , J. Nagashima, T.
Hashimoto and H. Iida , New Mathematics and Natural
Computation , 2 , 2 , 183-194 , 2006
Minimax (1928)
M/P
Intellectual Interaction
M/W
between players
M/P
Search, Games and Information Dynamics
x(0) = 0, x(T) = I
0≦ t ≦ T, 0≦ x(t) ≦ I
We have
x(t) = I * (t / T)n
I/T2 (acceleration in dynamics)
x’’(T) = I/T2 n(n-1) Game-refinement measurement
x(t) = I * (t / T)n Thrill = Information
acceleration
I
I/T2
x(t)
0 t T
Chess history [Iida et al. 2002]
Name Key difference
Chaturanga [A.D.5] King’s knight-leap
Shatranj [A.D.6]
Medieval chess I [A.D.13] Pawn 2-move, Queen-leap
Medieval chess II [A.D.14] Old-Bishop⇒Bishop
Pawn 2-move, e.p.,
Medieval chess III [A.D.15]
King,Queen-leap
Old-Bishop⇒Bishop
New chess [A.D.16] Old-Queen⇒Queen
King-leap⇒castling
Chess [A.D.16] Modern chess
Search
space
n < 1
Backward Game
x(t)
1≦n
Forward Game
0 t T
P0 Pn
A good balance between
forward game and backward game
n < 1
Backward Game
x(t)
n=1
1≦n
Forward Game
0 t T
P0 Pn
Minimax Equilibrium
Von Neumann (1928)
Game-tree search
position scoring
C.E. Shannon (1950)
Man-Machine Match
Deep Blue (1997)
Gekisashi ・ AKARA (2010)
Montecalro Go
L. Kocsis et al. (2006)
Nash Equilibrium
J. Nash (1950)
Game-Refinement Theory
H.Iida (2003)
ミニマックス
均衡
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