Nothing Special   »   [go: up one dir, main page]

Skip to main content

Evolving Heuristic Based Game Playing Strategies for Checkers Incorporating Reinforcement Learning

  • Conference paper
  • First Online:
Advances in Nature and Biologically Inspired Computing

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 419))

  • 854 Accesses

Abstract

The research presented in this paper forms part of a larger initiative aimed at creating a general game player for two player zero sum board games. In previous work, we have presented a novel heuristic based genetic programming approach for evolving game playing for the board game Othello. This study extends this work by firstly evaluating it on a different board game, namely, checkers. Secondly, the study investigates incorporating reinforcement learning to further improve evolved game playing strategies. Genetic programming evolves game playing strategies composed of heuristics, which are used to decide which move to make next. Each strategy represents a player. A separate genetic programming run is performed for each move of the game. Reinforcement learning is applied to the population at the end of a run to further improve the evolved strategies. The evolved players were found to outperform random players at checkers. Furthermore, players induced combining genetic programming and reinforcement learning outperformed the genetic programming players. Future research will look at further application of this approach to similar non-trivial board games such as chess.

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

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 169.99
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

Similar content being viewed by others

References

  1. Schaeffer, J., Burch, N., Bjornsson, Y., Kishimoto, A., Muller, M., Lake, R., Lu, P., Sutphen, S.: Checkers is solved. Science 317(5844), 1518–1522 (2007)

    Article  MathSciNet  MATH  Google Scholar 

  2. Duch, W.: What is computational intelligence and where is it going? In: Duch, W., Mandziuk, J. (eds.) Challenges for Computational Intelligence. Springer Studies in Computational Intelligence, vol. 63, pp. 1–13. Springer, Heidelberg (2007)

    Chapter  Google Scholar 

  3. Waledzik, K., Mandziuk, J.: The Layered Learning method and its application to generation of evaluation functions for the game of checkers. In: 11th International Conference, pp. 543–552. Kraków, Poland, (2010)

    Google Scholar 

  4. Lucas, S.: Computational intelligence and games: challenges and opportunities. Int. J. Autom. Comput. 5(1), 45–57 (2008)

    Article  Google Scholar 

  5. Chellapilla, K., Fogel, D.: Evolving an expert checkers playing program without using human expertise. IEEE Trans. Evol. Comput. 5(4), 422–428 (2001)

    Article  Google Scholar 

  6. Kusiak, M., Waledzik, K., Mandziuk, J.: Evolutionary approach to the game of checkers. 8th International Conference on Adaptive and Natural Computing Algorithms, ICANNGA 2007, pp. 432–440. Warsaw, Poland (2007)

    Google Scholar 

  7. Pell, B.: Strategy Generation and Evaluation for Meta-Game Playing. Ph.D. Dissertation, University of Cambridge (1993)

    Google Scholar 

  8. David, O., van den Herik, J., Koppel, M., Netanyahu, N.: Genetic algorithms for evolving computer chess programs. IEEE Trans. Evol. Comput. 18(5), 779–789 (2001)

    Article  Google Scholar 

  9. Mukherjee, A.: A Genetic Programming Approach to. Modified Chinese Checkers. https://cs4701.wikispaces.com/file/view/4701+final+report.pdf (2013)

  10. Kusiak, M., Waledzik, K., Mandziuk, J.: Evolutionary-based heuristic generators for checkers and give-away checkers. Expert Syst. 24(4), 189–211 (2007)

    Article  Google Scholar 

  11. Benbassat, A., Sipper, M.: Evolving lose-checkers players using genetic programming. In: Proceedings of the 2010 IEEE Symposium on Computational Intelligence and Games (CIG), pp. 30–37. Dublin (2010)

    Google Scholar 

  12. Frankland, C., Pillay, N.: Evolving game playing strategies for othello. In: Proceedings of the 2015 IEEE Congress on Evolutionary Computation (CEC 2015), pp. 1498–1504. Sendai, Japan, 25–28 May 2015

    Google Scholar 

  13. Rules of Draughts (Checkers), http://www.wcdf.net/rules/rules_of_checkers_english.pdf

  14. Koza, J.: Genetic Programming: On the Programming of Computers by Means of Natural Selection. MIT Press (1992)

    Google Scholar 

  15. Finnsson, H., Björnsson, Y.: Simulation control in general game playing agents. In: Proceedings of the AAAI conference on Artificial Intelligence, Atlanta, pp. 954–959. Atlanta (2010)

    Google Scholar 

  16. Van Lishout, F., Chaslot, G., Uiterwijk, J.: Monte-Carlo tree search in backgammon. In: Proceedings of the Computer Games Workshop (GCW 2007), pp. 175–184. Amsterdam (2007)

    Google Scholar 

  17. Chaslot, G., Bakkes, S., Szita, I., Spronck, P.: Monte-Carlo tree search: a new framework for game AI. In: Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference, pp. 216–217. AAAI Press, Menlo Park (2008)

    Google Scholar 

  18. Benbassat, A., Sipper, M.: Evolving board-game players with genetic programming. In: Proceedings of the 13th Annual Genetic and Evolutionary Computation Conference (GECCO ‘11), pp. 739–742 (2011)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Clive Frankland .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing Switzerland

About this paper

Cite this paper

Frankland, C., Pillay, N. (2016). Evolving Heuristic Based Game Playing Strategies for Checkers Incorporating Reinforcement Learning. In: Pillay, N., Engelbrecht, A., Abraham, A., du Plessis, M., Snášel, V., Muda, A. (eds) Advances in Nature and Biologically Inspired Computing. Advances in Intelligent Systems and Computing, vol 419. Springer, Cham. https://doi.org/10.1007/978-3-319-27400-3_15

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-27400-3_15

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-27399-0

  • Online ISBN: 978-3-319-27400-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics