the society of shogi - a research agenda -

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2006/6/30 SIGGI-16 1 The Society of Shogi - A Research Agenda - Reijer Grimbergen Department of Informatics Yamagata University

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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 Presentation

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Page 1: The Society of Shogi - A Research Agenda -

2006/6/30 SIGGI-16 1

The Society of Shogi- A Research Agenda -

Reijer Grimbergen

Department of Informatics

Yamagata University

Page 2: The Society of Shogi - A Research Agenda -

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

Page 10: The Society of Shogi - A Research Agenda -

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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

Page 11: The Society of Shogi - A Research Agenda -

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The Society of Shogi

The Society of ShogiShogi agents

Shogi agencies

Problem solving in shogi

Growth in shogi

Page 12: The Society of Shogi - A Research Agenda -

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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

Page 13: The Society of Shogi - A Research Agenda -

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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

:

Page 15: The Society of Shogi - A Research Agenda -

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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

Page 16: The Society of Shogi - A Research Agenda -

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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

Page 17: The Society of Shogi - A Research Agenda -

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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

… …

Page 20: The Society of Shogi - A Research Agenda -

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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