An Application of Neural Networks to a Non-Deterministic Game of Imperfect Information
| dc.contributor.author | Lydeen, Nicholas | |
| dc.contributor.author | Ahrendt, Chris R. | |
| dc.date.accessioned | 2017-11-30T18:28:25Z | |
| dc.date.available | 2017-11-30T18:28:25Z | |
| dc.date.issued | 2017-11-30T18:28:25Z | |
| dc.description | Color poster with text, graphs, and images. | en |
| dc.description.abstract | Current research into game-playing neural networks emphasizes deterministic games of per- fect information and training with “expert knowledge” such as known successful strategies. As an example, Google’s AlphaGo, a neural network agent designed to play the game Go, was trained with over 30 million different board positions drawn from approximately 160,000 different games. This expert knowledge gives AlphaGo a solid baseline for future play. We studied the application of neural networks to the game Lost Cities, a non-deterministic game of imperfect information, without providing such expert knowledge, and designed several neural network agents and implemented an agent using Monte Carlo tree search for comparison. | en |
| dc.description.sponsorship | University of Wisconsin--Eau Claire Office of Research and Sponsored Programs. | en |
| dc.identifier.uri | http://digital.library.wisc.edu/1793/77422 | |
| dc.language.iso | en_US | en |
| dc.relation.ispartofseries | USGZE AS589; | |
| dc.subject | Posters | en |
| dc.subject | Computer games | en |
| dc.subject | Strategy games | en |
| dc.subject | Neural networks | en |
| dc.subject | AlphaGo | en |
| dc.title | An Application of Neural Networks to a Non-Deterministic Game of Imperfect Information | en |
| dc.type | Presentation | en |