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Graham Kendall Automated Scheduling, Optimisation and Planning Research Group (ASAP)

Graham Kendall Automated Scheduling, Optimisation and Planning Research Group (ASAP). MIU, July 2004. Contents. Checkers: Why was it considered “beaten”? Two approaches to Checkers Poker (if time). 1959. Arthur Samuel started to look at Checkers 2

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Graham Kendall Automated Scheduling, Optimisation and Planning Research Group (ASAP)

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  1. Graham KendallAutomated Scheduling, Optimisation and Planning Research Group (ASAP) MIU, July 2004

  2. Contents • Checkers: Why was it considered “beaten”? • Two approaches to Checkers • Poker (if time)

  3. 1959. Arthur Samuel started to look at Checkers2 • The determination of weights through self-play • 39 Features • Included look-ahead via mini-max 2 Samuel A. Some studies in machine learning using the game of checkers. IBM J. Res. Develop. 3 (1959), 210-229

  4. Samuels’s program defeated Robert Nealy, although the victory is surrounded in controversy • Was he state champion? • Did he lose the game or did Samuel win?

  5. Checkers Starting Position 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32

  6. Checkers Moves 1 2 4 3 5 6 8 7 Pieces can only move diagonally forward 11 9 10 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32

  7. Jumps are forced Checkers Forced Jumps 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32

  8. K 1 Red (Samuel’s Program) 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 Getting to the back row gives a King 23 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  9. Red (Samuel’s Program) 1 2 4 3 5 6 8 7 Forced Jump 11 9 10 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  10. Red (Samuel’s Program) 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  11. Strong (Try to keep) Trapped Only advance to Square 28 Red (Samuel’s Program) 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  12. Red (Samuel’s Program) 1 2 4 3 What Move? 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  13. Red (Samuel’s Program) 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  14. Red (Samuel’s Program) 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  15. This was a very poor move. • It allowed Samual to retain his “Triangle of Oreo” • AND.. By moving his checker from 19 to 24 it guaranteed Samuel a King • This questioned how strong a player Nealy really was

  16. Red (Samuel’s Program) 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  17. This was a very poor move. • It allowed Samual to retain his “Triangle of Oreo” • AND.. By moving his checker from 19 to 24 it guaranteed Samuel a King • This questioned how strong a player Nealy really was

  18. Red (Samuel’s Program) 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  19. K 23 Red (Samuel’s Program) : After Move 25 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  20. K 23 Red (Samuel’s Program) : After Move 25 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 24 21 22 25 28 26 What Move (5, 13 or 16)? 27 29 30 31 32 White (Nealey)

  21. K 23 Computers & Game Playing : A Potted History Red (Samuel’s Program) : After Move 25 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  22. 16-12 then 5-1, Chinook said would be a draw K 23 Red (Samuel’s Program) : After Move 25 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  23. K 23 Red (Samuel’s Program) : After Move 25 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  24. K 23 Red (Samuel’s Program) : After Move 25 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  25. K 23 Red (Samuel’s Program) : After Move 25 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  26. K 23 Computers & Game Playing : A Potted History Red (Samuel’s Program) : After Move 25 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  27. K 23 Red (Samuel’s Program) : After Move 25 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  28. K Red (Samuel’s Program) : After Move 25 1 2 4 3 5 6 8 7 11 9 10 This checker is lost 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  29. K Red (Samuel’s Program) : After Move 25 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  30. K K Red (Samuel’s Program) : After Move 25 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 What Move (3, 6 or 19)? 29 30 31 32 White (Nealey)

  31. K K Red (Samuel’s Program) : After Move 25 1 2 4 3 5 6 8 7 11 9 10 12 This checker could run (to 10) but.. 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  32. K K Red (Samuel’s Program) : After Move 25 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  33. K K Red (Samuel’s Program) : After Move 25 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  34. K K Red (Samuel’s Program) : After Move 25 1 2 Forced Jump 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  35. K K Red (Samuel’s Program) : After Move 25 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  36. K K Red (Samuel’s Program) : After Move 25 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  37. Victory K Red (Samuel’s Program) : After Move 25 1 2 4 3 5 6 8 7 11 9 10 12 15 16 14 13 17 18 19 20 23 24 21 22 25 28 26 27 29 30 31 32 White (Nealey)

  38. Two Mistakes by Nealy • Allowing Samuel to get a King • Playing a move that led to defeat when there was a draw available

  39. The next year a six match rematch was won by Nealy 5-1. • Three years later (1966) the two world championship challengers (Walter Hellman and Derek Oldbury) played four games each against Samuel’s program. They won every game.

  40. Checkers • Chinook • Blondie 24 (aka Anaconda)

  41. Types of Games • Perfect • Each Player has complete knowledge of the game state • Usually only two players, who take alternate turns • Examples include Chess, Checkers, Awari, Connect-Four, Go, Othello

  42. Types of Games • Imperfect • Some of the game state is hidden • Examples include Poker, Cribbage, Bridge

  43. Types of Games • Games with an element of chance • The game moves have some stochastic element • For example, Backgammon

  44. Types of Games 6 Jaap van den Herik H., Uiterwijk and van Rijswijck J. Games Solved: Now and in the future. Artificial Intelligence 134 (2002) 277-311

  45. Case Study 1: Checkers • Samuel’s work, perhaps, restricted the research into Checkers until 1989 when Jonathan Schaeffer began working on Chinook • He had two aims • To develop the worlds best checkers player • To “solve” the game of checkers

  46. Case Study 1: Checkers • Chinook, at its heart, had an evaluation function • Piece count (+30% for a King) • Runaway checker • “Dog Hole” • The weights were hand-tuned

  47. Case Study 1: Checkers • Opening game database from published work (with corrections they found) • Initially 4000 openings, leading to an eventual 40,000 • “Cooks” – innovative lines of play that could surprise an opponent • The aim was to take opponents into unknown territory

  48. Case Study 1: Checkers • Endgame database: Started writing in May 1989 • The 8-piece endgame database finished on February 20th 1994

  49. Case Study 1: Checkers

  50. Case Study 1: Checkers

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