Related papers: Move Evaluation in Go Using Deep Convolutional Neu…
While AI systems have equaled or surpassed human performance in a wide variety of games such as Chess, Go, or Dota 2, describing these systems as truly "human-like" remains far-fetched. Despite their success, they fail to replicate the…
The training and running of an online Go system require the support of effective data management systems to deal with vast data, such as the initial Go game records, the feature data set obtained by representation learning, the experience…
Deep learning's recent history has been one of achievement: from triumphing over humans in the game of Go to world-leading performance in image classification, voice recognition, translation, and other tasks. But this progress has come with…
Deep learning is an effective approach to solving image recognition problems. People draw intuitive conclusions from trading charts; this study uses the characteristics of deep learning to train computers in imitating this kind of intuition…
We study the game of go from a complex network perspective. We construct a directed network using a suitable definition of tactical moves including local patterns, and study this network for different datasets of professional tournaments…
We present a vision-only model for gaming AI which uses a late integration deep convolutional network architecture trained in a purely supervised imitation learning context. Although state-of-the-art deep learning models for video game…
Artificial neural networks have recently shown great results in many disciplines and a variety of applications, including natural language understanding, speech processing, games and image data generation. One particular application in…
In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions…
We present a new dataset containing 10K human-annotated games of Go and show how these natural language annotations can be used as a tool for model interpretability. Given a board state and its associated comment, our approach uses linear…
Neural network models can now recognise images, understand text, translate languages, and play many human games at human or superhuman levels. These systems are highly abstracted, but are inspired by biological brains and use only…
In this paper, we propose to disentangle and interpret contextual effects that are encoded in a pre-trained deep neural network. We use our method to explain the gaming strategy of the alphaGo Zero model. Unlike previous studies that…
Predicting player behavior in strategic games, especially complex ones like chess, presents a significant challenge. The difficulty arises from several factors. First, the sheer number of potential outcomes stemming from even a single…
This report presents Giraffe, a chess engine that uses self-play to discover all its domain-specific knowledge, with minimal hand-crafted knowledge given by the programmer. Unlike previous attempts using machine learning only to perform…
For a considerable time, deep convolutional neural networks (DCNNs) have reached human benchmark performance in object recognition. On that account, computational neuroscience and the field of machine learning have started to attribute…
Chess, a deterministic game with perfect information, has long served as a benchmark for studying strategic decision-making and artificial intelligence. Traditional chess engines or tools for analysis primarily focus on calculating optimal…
When a Convolutional Neural Network is used for on-the-fly evaluation of continuously updating time-sequences, many redundant convolution operations are performed. We propose the method of Deep Shifting, which remembers previously…
This paper presents a novel approach to automated playtesting for the prediction of human player behavior and experience. It has previously been demonstrated that Deep Reinforcement Learning (DRL) game-playing agents can predict both game…
This work proposes a way to detect the wandering activity of Alzheimer's patients from path data collected from non-intrusive indoor sensors around the house. Due to the lack of adequate data, we've manually generated a dataset of 220 paths…
Risk is 6 player game with significant randomness and a large game-tree complexity which poses a challenge to creating an agent to play the game effectively. Previous AIs focus on creating high-level handcrafted features determine agent…
We analyze the game of go from the point of view of complex networks. We construct three different directed networks of increasing complexity, defining nodes as local patterns on plaquettes of increasing sizes, and links as actual…