the society of shogi - a research agenda -
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The Society of Shogi - A Research Agenda -. Reijer Grimbergen Department of Informatics Yamagata University. Outline. Introduction The Society of Mind The Society of Shogi Building shogi agencies Conclusions and future work. Introduction. Marvin Minsky’s Society of Mind - PowerPoint PPT PresentationTRANSCRIPT
2006/6/30 SIGGI-16 1
The Society of Shogi- A Research Agenda -
Reijer Grimbergen
Department of Informatics
Yamagata University
2006/6/30 SIGGI-16 2
Outline
Introduction
The Society of Mind
The Society of Shogi
Building shogi agencies
Conclusions and future work
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Introduction
Marvin Minsky’s Society of Mind
A general theory about the workings of the human mind
Few attempts to implement the theory
Research question
Is a Society of Mind for games possible?
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The Society of Mind
Important concepts of Minsky’s theoryAgents
Agencies
Problem solving
Growth
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The Society of MindAgents
Agent“Any part or process of the mind that by itself is simple enough to understand”
K-linesUsed to turn on a particular set of agents
General classes: Nemes and Nomes
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The Society of MindNemes
NemesRepresent aspects of the world
Polynemes: invoke partial states in multiple agencies
Micronemes: refer to aspects of a situation that are difficult to attach to any particular thing
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Color agency
Red Green
YellowBlue
Shape agency
Square Oval
Triangle
Round
Taste agency
Foul Salty
SweetDelicious
Cost agency
100 \ 234 \
1000 \198 \
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The Society of MindAgencies
FramesUsed to construct agencies
Represent a thing and all the other things or properties that relate to it in a certain way
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The Society of MindProblem solving
Difference-enginesReduce or eliminate the important differences between the current state and some desired state
Censors and suppressorsCensors suppress mental activity leading to unproductive actions
Suppressors suppress the unproductive actions
A-brains and B-brainsB-brains monitor the activity of the A-brain
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The Society of MindGrowth
Different forms of learningAccumulating: remembering each separate case
Uniframing: finding a general description
Transframing: bridging different representations
Reformulation: new ways to describe existing knowledge
Attachment figuresGoal learning instead of skill learning
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The Society of Shogi
The Society of ShogiShogi agents
Shogi agencies
Problem solving in shogi
Growth in shogi
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The Society of Shogi Shogi agents
The basic shogi agentsInput agents: location of pieces
Output agents: knowing what a piece can do
Basic K-linesChange the location of pieces
Change the abilities of pieces
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The Society of Shogi Nemes in shogi
Recognize castle agency
Build castle agency
Build Castle
1 B7i
2 B4f
3 K7i
4 K8h
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YaguraRecogniz
e
Attack
Moves
Recognize Yagura
S6h
S7g
G7h
G5h
G6g
B8h
B7i
B6h
B4f
:Yagura Moves
S7i-6h
S6h-7g
G4i-5h
G5h-6g
B8h-7i
B7i-6h
B7i-4f
:
Action Agent
Perception Agent
Yagura Attack
Bogin
Susume-sashi
Yagura Bogin
S3i-4h
P3g-3f
P2g-2f
P2f-2e
S4h-3g
:
Action AgentAction Agent
:
Perception Agent
:
:
Action Agent
:
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The Society of Shogi Problem solving in shogi
Difference enginesPlaying towards the optimal position
Censors and suppressorsGood players are unable to see bad moves
A-brains and B-brainsTo avoid looping
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The Society of Shogi Growth in shogi
Different types of learning in shogiAccumulating: Storing of the games that have been playedUniframing: Ibisha vs. FuribishaTransframing: Joining pawn attackReformulation: Wall silver
Attachment figures in shogiProfessional players
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Building shogi agencies
The three shogi agenciesRecognition agency
Lookahead agency
Learning agency
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Building shogi agenciesRecognition agency
Recognition agencyContext agency
• Strategy, castle, attack strategy, piece attack, etc.
Evaluation agency• Material, king danger, mobility, etc.
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Defend Piece
Defend by drop Defend by move
Pawn drop Lance drop Knight drop Pawn move Lance move Knight move
Generatepawn drop on square
Generatepawn move on square
Generatelance drop on square
Generateknight drop on square
Generatelance move on square
Generateknight move on square
… …
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Building shogi agenciesLookahead agency
The lookahead agencyMove generator agency
• Capture piece, move attacked piece, attack king, etc.
Search agency• Attach priority to moves
• Satisficing
• Feedback
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Building shogi agenciesLearning agency
The learning agencyOverlooking a move
• New agents need to be created
Underestimating a move• Changing the activity level of the agents involved
• Might need new agents
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Conclusions and future workBuilding a Society of Shogi seems possibleBuilding agents and agencies will be time-consumingFocusing on learning might be more efficient
Problem: Minsky’s theory is relatively vague about learning
Research planYear 1: Recognizer agents and agenciesYear 2: Lookahead agents and agenciesYear 3: Learning agents and agencies