The proposed method was applied to the games of Hex and Y. An implementation is available at http://www.cis.hut.fi/praiko/hex/. Figure 5 shows a game of Hex played by the proposed method against itself. The red player won as can be seen from the path starting from moves 43, 33, 21. The level of play is not very high, but taking into consideration that the system is not game-specific and that the implementation is preliminary, the level is acceptable.
Figure 6 shows the position before move 31.
Because of symmetry of the criterion for selecting new patterns, they
are generated in pairs, for instance, the patterns red at and blue
at
were the first two. Patterns in the order of appearance {},
{
}, {
}, {
}, {
}, {blue
,
}, {red
,
}, {red
,
},
{red
,
}, {blue
,
}, and so forth. The patterns are clearly
concentrated on areas of interest and they are local.
A tournament between 8 different computer players was held in the game
of Y such that each player met every opponent 10 times as black and
10 times as white, 640 games in total. The first player made just random
moves chosen uniformly from all the available moves.
Three players
, and
used the all-moves-as-first heuristic with 100,
1000, and 10000 fully random play-outs per move, accordingly.
Players
and
used second-order heuristics, that is,
considering all patterns where a single move is made by the player in
turn. The final two players
and
used selective patterns, whose number
varied from 0 to 99 and size from 0 to 7. The players
-
used the second-order move selection in Equation
(5).
The number of play-outs and the average time per move is shown in table 1.
The results are shown in Table 2. Black won 53%
of the matches since the first move gives an advantage. Player
lost all games againt other players. Player
was also clearly worse
than the others. The differences between the players
-
are not
clear from the limited amount of data.
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