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Learning a Game Strategy Using Pattern-Weights and Self-play

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Computers and Games (CG 2002)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 2883))

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Abstract

This paper demonstrates the use of pattern-weights in order to develop a strategy for an automated player of a non-cooperative version of the game of Diplomacy. Diplomacy is a multi-player, zero-sum and simultaneous move game with imperfect information. Pattern-weights represent stored knowledge of various aspects of a game that are learned through experience. An automated computer player is developed without any initial strategy and is able to learn important strategic aspects of the game through self-play by storing pattern-weights and using temporal difference learning.

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© 2003 Springer-Verlag Berlin Heidelberg

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Shapiro, A., Fuchs, G., Levinson, R. (2003). Learning a Game Strategy Using Pattern-Weights and Self-play. In: Schaeffer, J., Müller, M., Björnsson, Y. (eds) Computers and Games. CG 2002. Lecture Notes in Computer Science, vol 2883. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-40031-8_4

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  • DOI: https://doi.org/10.1007/978-3-540-40031-8_4

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-20545-6

  • Online ISBN: 978-3-540-40031-8

  • eBook Packages: Springer Book Archive

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