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- Newsgroups: rec.games.programmer
- Path: sparky!uunet!brunix!doorknob!brs
- From: brs@cs.brown.edu (Brian Stormont)
- Subject: Re: Help building a game?
- In-Reply-To: sonix@schunix.uucp's message of 12 Nov 92 18:30:48 GMT
- Message-ID: <BRS.92Nov19175007@tahiti.cs.brown.edu>
- Sender: news@cs.brown.edu
- Organization: Dept. of Computer Science, Brown University
- References: <1992Nov12.183048.1308@schunix.uucp>
- Distribution: usa
- Date: Thu, 19 Nov 1992 22:50:07 GMT
- Lines: 19
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- The weighting of boxes method you describe might give a reasonable opponent.
- I used a very similar method for the game of Qubic (like 3-D tic-tac-toe, but
- get 4 in a row). The resulting algorithm was extremely fast (no time delay)
- and in a software engineering class here at school, it finished in 3rd place
- out of about 30 programs. Most of the competing programs used alpha-beta
- pruning with look ahead. The winning program used 9 level lookahead with
- alpha-beta pruning. I was surprised the no-lookahead method did so well...
-
- Another interesting method would be to implement a neural net that could
- learn. A paper was recently published about using Temporal Difference algs
- for learning to play backgammon, with extremely good results. (Unofficially
- beat world class level players more than 50% of the time.)
-
- For a description of TD, see "Machine Learning", volume 3 (I think), from
- 1988. Its seems to be a very good neural net learning method...
-
-
- -Brian
-