A Novel Approach to Solving Goal-Achieving Problems for Board Games

Fuente: arXiv
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Hauptverfasser: Shih, Chung-Chin, Wu, Ti-Rong, Wei, Ting Han, Wu, I-Chen
Format: Preprint
Veröffentlicht: 2021
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author Shih, Chung-Chin
Wu, Ti-Rong
Wei, Ting Han
Wu, I-Chen
author_facet Shih, Chung-Chin
Wu, Ti-Rong
Wei, Ting Han
Wu, I-Chen
contents Goal-achieving problems are puzzles that set up a specific situation with a clear objective. An example that is well-studied is the category of life-and-death (L&D) problems for Go, which helps players hone their skill of identifying region safety. Many previous methods like lambda search try null moves first, then derive so-called relevance zones (RZs), outside of which the opponent does not need to search. This paper first proposes a novel RZ-based approach, called the RZ-Based Search (RZS), to solving L&D problems for Go. RZS tries moves before determining whether they are null moves post-hoc. This means we do not need to rely on null move heuristics, resulting in a more elegant algorithm, so that it can also be seamlessly incorporated into AlphaZero's super-human level play in our solver. To repurpose AlphaZero for solving, we also propose a new training method called Faster to Life (FTL), which modifies AlphaZero to entice it to win more quickly. We use RZS and FTL to solve L&D problems on Go, namely solving 68 among 106 problems from a professional L&D book while a previous program solves 11 only. Finally, we discuss that the approach is generic in the sense that RZS is applicable to solving many other goal-achieving problems for board games.
format Preprint
id arxiv_https___arxiv_org_abs_2112_02563
institution arXiv
publishDate 2021
record_format arxiv
spellingShingle A Novel Approach to Solving Goal-Achieving Problems for Board Games
Shih, Chung-Chin
Wu, Ti-Rong
Wei, Ting Han
Wu, I-Chen
Artificial Intelligence
Machine Learning
Goal-achieving problems are puzzles that set up a specific situation with a clear objective. An example that is well-studied is the category of life-and-death (L&D) problems for Go, which helps players hone their skill of identifying region safety. Many previous methods like lambda search try null moves first, then derive so-called relevance zones (RZs), outside of which the opponent does not need to search. This paper first proposes a novel RZ-based approach, called the RZ-Based Search (RZS), to solving L&D problems for Go. RZS tries moves before determining whether they are null moves post-hoc. This means we do not need to rely on null move heuristics, resulting in a more elegant algorithm, so that it can also be seamlessly incorporated into AlphaZero's super-human level play in our solver. To repurpose AlphaZero for solving, we also propose a new training method called Faster to Life (FTL), which modifies AlphaZero to entice it to win more quickly. We use RZS and FTL to solve L&D problems on Go, namely solving 68 among 106 problems from a professional L&D book while a previous program solves 11 only. Finally, we discuss that the approach is generic in the sense that RZS is applicable to solving many other goal-achieving problems for board games.
title A Novel Approach to Solving Goal-Achieving Problems for Board Games
topic Artificial Intelligence
Machine Learning
url https://arxiv.org/abs/2112.02563