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The Society of Shogi - A Research Agenda -

The Society of Shogi - A Research Agenda -. Reijer Grimbergen Department of Informatics Yamagata University. Outline. Introduction The Society of Mind The Society of Shogi Building shogi agencies Conclusions and future work. Introduction. Marvin Minsky’s Society of Mind

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The Society of Shogi - A Research Agenda -

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  1. The Society of Shogi- A Research Agenda - Reijer Grimbergen Department of Informatics Yamagata University SIGGI-16

  2. Outline • Introduction • The Society of Mind • The Society of Shogi • Building shogi agencies • Conclusions and future work SIGGI-16

  3. Introduction • Marvin Minsky’s Society of Mind • A general theory about the workings of the human mind • Few attempts to implement the theory Research question Is a Society of Mind for games possible? SIGGI-16

  4. The Society of Mind • Important concepts of Minsky’s theory • Agents • Agencies • Problem solving • Growth SIGGI-16

  5. The Society of MindAgents • Agent • “Any part or process of the mind that by itself is simple enough to understand” • K-lines • Used to turn on a particular set of agents • General classes: Nemes and Nomes SIGGI-16

  6. The Society of MindNemes • Nemes • Represent aspects of the world • Polynemes: invoke partial states in multiple agencies • Micronemes: refer to aspects of a situation that are difficult to attach to any particular thing SIGGI-16

  7. Color agency Green Red Blue Yellow Shape agency Cost agency Oval Square Round 234 \ 100 \ 198 \ Triangle 1000 \ Taste agency Salty Foul Delicious Sweet SIGGI-16

  8. The Society of MindAgencies • Frames • Used to construct agencies • Represent a thing and all the other things or properties that relate to it in a certain way SIGGI-16

  9. The Society of MindProblem solving • Difference-engines • Reduce or eliminate the important differences between the current state and some desired state • Censors and suppressors • Censors suppress mental activity leading to unproductive actions • Suppressors suppress the unproductive actions • A-brains and B-brains • B-brains monitor the activity of the A-brain SIGGI-16

  10. The Society of MindGrowth • Different forms of learning • Accumulating: remembering each separate case • Uniframing: finding a general description • Transframing: bridging different representations • Reformulation: new ways to describe existing knowledge • Attachment figures • Goal learning instead of skill learning SIGGI-16

  11. The Society of Shogi • The Society of Shogi • Shogi agents • Shogi agencies • Problem solving in shogi • Growth in shogi SIGGI-16

  12. The Society of ShogiShogi agents • The basic shogi agents • Input agents: location of pieces • Output agents: knowing what a piece can do • Basic K-lines • Change the location of pieces • Change the abilities of pieces SIGGI-16

  13. Recognize castle agency Build castle agency The Society of ShogiNemes in shogi SIGGI-16

  14. Action Agent Perception Agent Action Agent Action Agent Perception Agent Action Agent : : : : SIGGI-16

  15. The Society of ShogiProblem solving in shogi • Difference engines • Playing towards the optimal position • Censors and suppressors • Good players are unable to see bad moves • A-brains and B-brains • To avoid looping SIGGI-16

  16. The Society of ShogiGrowth in shogi • Different types of learning in shogi • Accumulating: Storing of the games that have been played • Uniframing: Ibisha vs. Furibisha • Transframing: Joining pawn attack • Reformulation: Wall silver • Attachment figures in shogi • Professional players SIGGI-16

  17. Building shogi agencies • The three shogi agencies • Recognition agency • Lookahead agency • Learning agency SIGGI-16

  18. Building shogi agenciesRecognition agency • Recognition agency • Context agency • Strategy, castle, attack strategy, piece attack, etc. • Evaluation agency • Material, king danger, mobility, etc. SIGGI-16

  19. Defend by drop Defend by move Defend Piece … … Pawn drop Lance drop Knight drop Pawn move Lance move Knight move Generate pawn drop on square Generate lance drop on square Generate knight drop on square Generate pawn move on square Generate lance move on square Generate knight move on square SIGGI-16

  20. Building shogi agenciesLookahead agency • The lookahead agency • Move generator agency • Capture piece, move attacked piece, attack king, etc. • Search agency • Attach priority to moves • Satisficing • Feedback SIGGI-16

  21. Building shogi agenciesLearning agency • The learning agency • Overlooking a move • New agents need to be created • Underestimating a move • Changing the activity level of the agents involved • Might need new agents SIGGI-16

  22. Conclusions and future work • Building a Society of Shogi seems possible • Building agents and agencies will be time-consuming • Focusing on learning might be more efficient • Problem: Minsky’s theory is relatively vague about learning • Research plan • Year 1: Recognizer agents and agencies • Year 2: Lookahead agents and agencies • Year 3: Learning agents and agencies SIGGI-16

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