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arXiv 1704.04719cs.AI
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基于FML的预测Agent及其在围棋中的应用

FML-based Prediction Agent and Its Application to Game of Go

National University of Tainan(台南大学);Osaka Prefecture University(大阪府立大学);Tokyo Metropolitan University(东京都立大学)

Chang-Shing Lee, Mei-Hui Wang, Chia-Hsiu Kao, Sheng-Chi Yang, Yusuke Nojima, Ryosuke Saga, Nan Shuo, Naoyuki Kubota

摘要:

在本文中,我们提出了一个机器人预测代理,包括一个黑暗森林围棋引擎,模糊置标语言(FML)评估引擎,基于FML的决策支持引擎,和机器人引擎的游戏围棋应用程序。FML评估引擎的知识库和规则库是通过参考位于NUTN和OPU的darkforest Go引擎的信息来构建的,例如MCTS模拟次数和胜率预测。提出的机器人预测代理首先检索围棋比赛网站的数据库,然后FML评估引擎推断获胜的可能性的基础上产生的信息的darkforest围棋引擎。基于FML的决策支持引擎基于FML评估引擎推断的部分博弈情况计算获胜可能性。最后,机器人引擎与Fujisoft公司生产的人类友好机器人伙伴PALRO相结合,向人类围棋选手报告比赛情况。实验结果表明,基于FML的预测代理可以有效地工作。

英文摘要:

In this paper, we present a robotic prediction agent including a darkforest Go engine, a fuzzy markup language (FML) assessment engine, an FML-based decision support engine, and a robot engine for game of Go application. The knowledge base and rule base of FML assessment engine are constructed by referring the information from the darkforest Go engine located in NUTN and OPU, for example, the number of MCTS simulations and winning rate prediction. The proposed robotic prediction agent first retrieves the database of Go competition website, and then the FML assessment engine infers the winning possibility based on the information generated by darkforest Go engine. The FML-based decision support engine computes the winning possibility based on the partial game situation inferred by FML assessment engine. Finally, the robot engine combines with the human-friendly robot partner PALRO, produced by Fujisoft incorporated, to report the game situation to human Go players. Experimental results show that the FML-based prediction agent can work effectively.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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