Artificial intelligence: a modern approach
Artificial intelligence: a modern approach
Blondie24: playing at the edge of AI
Blondie24: playing at the edge of AI
New Turing Omnibus
Evolving neural networks through augmenting topologies
Evolutionary Computation
Continual Coevolution Through Complexification
GECCO '02 Proceedings of the Genetic and Evolutionary Computation Conference
A Taxonomy for artificial embryogeny
Artificial Life
Evolving modular genetic regulatory networks
CEC '02 Proceedings of the Evolutionary Computation on 2002. CEC '02. Proceedings of the 2002 Congress - Volume 02
Compositional pattern producing networks: A novel abstraction of development
Genetic Programming and Evolvable Machines
Combining online and offline knowledge in UCT
Proceedings of the 24th international conference on Machine learning
A novel generative encoding for exploiting neural network sensor and output geometry
Proceedings of the 9th annual conference on Genetic and evolutionary computation
Generating large-scale neural networks through discovering geometric regularities
Proceedings of the 9th annual conference on Genetic and evolutionary computation
Generative encoding for multiagent learning
Proceedings of the 10th annual conference on Genetic and evolutionary computation
A case study on the critical role of geometric regularity in machine learning
AAAI'08 Proceedings of the 23rd national conference on Artificial intelligence - Volume 2
Achieving master level play in 9×9 computer go
AAAI'08 Proceedings of the 23rd national conference on Artificial intelligence - Volume 3
Indirect encoding of neural networks for scalable go
PPSN'10 Proceedings of the 11th international conference on Parallel problem solving from nature: Part I
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Abstract Game-tree search is the engine behind many computer game opponents. Traditional game-tree search algorithms decide which move to make based on simulating actions, evaluating future board states, and then applying the evaluations to estimate optimal play by all players. Yet the limiting factor of such algorithms is that the search space increases exponentially with the number of actions taken (i.e. the depth of the search). More recent research in game-tree search has revealed that even more important than evaluating future board states is effective pruning of the search space. Accordingly, this paper discusses Geometric Game-Tree Pruning (GGTP), a novel evolutionary method that learns to prune game trees based on geometric properties of the game board. The experiment compares Cake, a minimax-based game-tree search algorithm, with HyperNEAT-Cake, the original Cake algorithm combined with an indirectly encoded, evolved GGTP algorithm. The results show that HyperNEAT-Cake wins significantly more games than regular Cake playing against itself.