Computer recognition of aesthetics in a zero-sum perfect information game

  • Authors:
  • Azlan Iqbal;Mashkuri Yaacob

  • Affiliations:
  • College of Information Technology, Tenaga Nasional University, Kajang, Selangor, Malaysia;Vice-Chancellor's Office, Tenaga Nasional University, Kajang, Selangor, Malaysia

  • Venue:
  • AIKED'08 Proceedings of the 7th WSEAS International Conference on Artificial intelligence, knowledge engineering and data bases
  • Year:
  • 2008

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Abstract

Zero-sum perfect information games are those where all the moves are known to every player. Examples include chess, go and noughts and crosses. This research intended to see if aesthetics within such a domain could be formalized for machine recognition since it is often appreciated and sought after by human players. For this purpose, Western or International chess was the most suitable because there is a strong body of literature on the subject, including its aesthetic aspect. Eight principles of aesthetics were identified and formalizations derived for each to form a cumulative model of aesthetics. A computer program that incorporated the model was developed for testing purposes. Two novel experiments were then performed comparing thousands of chess compositions (where aesthetics is generally more prominent) against regular games (where it is not) and the results suggest that computers can recognize beauty in the game. Possible applications of this research include more versatile chess database search engines, better automatic chess problem composers and computational aid to judges of composition and brilliancy tournaments. In addition, the methodology applied here can be used to gauge aesthetics in similarly complex games such as go and generally to develop better game heuristics.