Skip to main content

Neural Networks as a Learning Component for Designing Board Games

  • Conference paper
  • First Online:
Engineering Applications of Neural Networks (EANN 2017)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 744))

  • 2904 Accesses

Abstract

In this paper we present a new strategy game, with machine learning computer players, which have been developed using temporal difference reinforcement learning coupled with neural networks; the latter are used for value approximation and for storing the players’ knowledge. We set out the game rules and then design and implement a comprehensive experimentation session to allow us to explore a large state space for investigating learning and playing behavior, without placing unreasonable demands on speed and accuracy. Our experiments demonstrate how computer players manage to adapt to their environment and improve their tactic over time, based on experience only, while still accommodating a variety of behaviors which are tuned via the conventional parameters of the reinforcement learning and neural network mechanisms.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    The rest of the parameters are as follows: Variant = 6 × 5, ε-greedy = 0.9, gamma = 0.9, elimination reward = false, min-max reward = (−1, 1), opponent = CPU Defense.

References

  1. Campbell, M., Hoane, A.J., Hsu, F.H.: Deep blue. Artif. Intell. 134(1–2), 57–83 (2002)

    Article  MATH  Google Scholar 

  2. Tesauro, G.: Programming backgammon using self-teaching neural nets. Artif. Intell. 134(1–2), 181–199 (2002)

    Article  MATH  Google Scholar 

  3. Papahristou, N., Refanidis, I.: Improving temporal difference learning performance in backgammon variants. In: Herik, H.J., Plaat, A. (eds.) ACG 2011. LNCS, vol. 7168, pp. 134–145. Springer, Heidelberg (2012). doi:10.1007/978-3-642-31866-5_12

    Chapter  Google Scholar 

  4. Knight, W.: Google’s AI masters the game of go a decade earlier than expected (2016), https://www.technologyreview.com/s/546066/googles-ai-masters-the-game-of-go-a-decade-earlier-than-expected/

  5. Makris, V., Kalles, D.: Evolving multi-layer neural networks for Othello. In: 9th Hellenic Conference on Artificial Intelligence, Thessaloniki (2016)

    Google Scholar 

  6. Kalles, D., Kanellopoulos, P.: On verifying game design and playing strategies using reinforcement learning. In: Proceedings of ACM Symposium on Applied Computing, Special Track on Artificial Intelligence and Computation Logic, Las Vegas (2001)

    Google Scholar 

  7. Ram, A., Ontañón, S., Mehta, M.: Artificial intelligence for adaptive computer games. In: 20th International FLAIRS Conference on Artificial Intelligence (FLAIRS-2007). AAAI Press (2007)

    Google Scholar 

  8. Collection of Playable Experimental Games Created by Researchers in the Field of Artificial Intelligence (AI). http://www.aigameresearch.org/

  9. Scott, J.P.: List of Online Game Learning Software (2001). http://satirist.org/learn-game/lists/software.html

  10. Russell, S.J., Norving, P.: Artificial Intelligence: A Modern Approach, 3rd edn. Pearson Higher Education, Upper Saddle River (2010)

    Google Scholar 

  11. Sutton, R., Barto, A.: Reinforcement Learning: An Introduction, 2nd edn. MIT Press, London (2012)

    Google Scholar 

  12. Ferber, J.: Multi-agent Systems: An Introduction to Distributed Artificial Intelligence. Addison-Wesley, Boston (1999)

    Google Scholar 

  13. Shoham, Y., Leyton, K.B.: Multiagent Systems: Algorithmic, Game-Theoretic and Logical Foundations. Cambridge University Press, New York (2009)

    MATH  Google Scholar 

  14. Marivate, V.N.: Social learning methods in board game agents. In: IEEE Symposium Computational Intelligence and Games, Perth, Australia, pp. 323–328 (2008)

    Google Scholar 

  15. Kiourt, C., Kalles, D.: Social reinforcement learning in game playing. In: IEEE International Conference on Tools with Artificial Intelligence, Athens, Greece, pp. 322–326 (2012)

    Google Scholar 

  16. Lopes, M., Melo, F.S., Kenward, B., Santos-Victor, J.: A computational model of social-learning mechanisms. Adapt. Behav. 17, 467–483 (2009)

    Article  Google Scholar 

  17. Kiourt, C., Kalles, D.: Learning in multi agent social environments with opponent models. In: 13th European Conference on Multi-Agent Systems and 3rd International Conference on Agreement Technologies (EUMAS 2015 and AT 2015), pp. 137–144 (2016)

    Google Scholar 

  18. Kiourt, C., Kalles, D.: A platform for large-scale game-playing multi-agent systems on a high performance computing infrastructure. Int. J. Multiagent Grid Syst. 12(1), 35–54 (2016)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Dimitris Kalles .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing AG

About this paper

Cite this paper

Nikolakakis, A., Kalles, D. (2017). Neural Networks as a Learning Component for Designing Board Games. In: Boracchi, G., Iliadis, L., Jayne, C., Likas, A. (eds) Engineering Applications of Neural Networks. EANN 2017. Communications in Computer and Information Science, vol 744. Springer, Cham. https://doi.org/10.1007/978-3-319-65172-9_25

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-65172-9_25

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-65171-2

  • Online ISBN: 978-3-319-65172-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics