Related papers: Complete Implementation of WXF Chinese Chess Rules
Neural models with minimal feature engineering have achieved competitive performance against traditional methods for the task of Chinese word segmentation. However, both training and working procedures of the current neural models are…
We study and compare the learning dynamics of two universal learning algorithms, one based on Bayesian learning and the other on prediction with expert advice. Both approaches have strong asymptotic performance guarantees. When confronted…
Composition conventions are guidelines used by human composers in composing chess problems. They are particularly significant in composition tournaments. Examples include, not having any check in the first move of the solution and not…
Different linguistic perspectives causes many diverse segmentation criteria for Chinese word segmentation (CWS). Most existing methods focus on improve the performance for each single criterion. However, it is interesting to exploit these…
This paper describes an efficient algorithm REx for generating symbolic rules from artificial neural network (ANN). Classification rules are sought in many areas from automatic knowledge acquisition to data mining and ANN rule extraction.…
Unlike tic-tac-toe or checkers, in which optimal play leads to a draw, it is not known whether optimal play in chess ends in a win for White, a win for Black, or a draw. But after White moves first in chess, if Black has a double move…
Recently, Artificial Intelligence (AI) technology use has been rising in sports to reach decisions of various complexity. At a relatively low complexity level, for example, major tennis tournaments replaced human line judges with Hawk-Eye…
A valuation for a player in a game in extensive form is an assignment of numeric values to the players moves. The valuation reflects the desirability moves. We assume a myopic player, who chooses a move with the highest valuation.…
Chinese auctions are a combination between a raffle and an auction and are held in practice at charity events or festivals. In a Chinese auction, multiple players compete for several items by buying tickets, which can be used to win the…
From sports to science, the recent availability of large-scale data has allowed to gain insights on the drivers of human innovation and success in a variety of domains. Here we quantify human performance in the popular game of chess by…
In multi-player card games such as Skat or Bridge, the early stages of the game, such as bidding, game selection, and initial card selection, are often more critical to the success of the play than refined middle- and end-game play. At the…
We consider a card guessing game with complete feedback. A ordered deck of n cards labeled 1 up to n is riffle-shuffled exactly one time. Then, the goal of the game is to maximize the number of correct guesses of the cards, where one after…
A co-evolutionary algorithm (CA) based chess player is presented. Implementation details of the algorithms, namely coding, population, variation operators are described. The alpha-beta or mini-max like behaviour of the player is achieved…
Do runoff elections, using the same voting rule as the initial election but just on the winning candidates, increase or decrease the complexity of manipulation? Does allowing revoting in the runoff increase or decrease the complexity…
Solving a reinforcement learning problem typically involves correctly prespecifying the reward signal from which the algorithm learns. Here, we approach the problem of reward signal design by using an evolutionary approach to perform a…
This work focuses on the analysis of Chess 960, also known as Fischer Random Chess, a variant of traditional chess where the starting positions of the pieces are randomized. The study aims to predict the game outcome using machine learning…
This paper investigates repeated win-lose coordination games (WLC-games). We analyse which protocols are optimal for these games, covering both the worst case and average case scenarios, i,e., optimizing the guaranteed and expected…
This paper presents an empirical exploration of non-transitivity in perfect-information games, specifically focusing on Xiangqi, a traditional Chinese board game comparable in game-tree complexity to chess and shogi. By analyzing over…
Regret-based algorithms are highly efficient at finding approximate Nash equilibria in sequential games such as poker games. However, most regret-based algorithms, including counterfactual regret minimization (CFR) and its variants, rely on…
We examine the inducement of rare but severe errors in English-Chinese and Chinese-English in-domain neural machine translation by minimal deletion of the source text with character-based models. By deleting a single character, we can…