Skip to main content

On the automatic generation of case libraries by chunking chess games

  • Poster Sessions
  • Conference paper
  • First Online:
Case-Based Reasoning Research and Development (ICCBR 1995)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 1010))

Included in the following conference series:

Abstract

As a research topic computer game playing has contributed problems to AI that manifest exponential growth in the problem space. For the most part, in games such as chess and checkers these problems have been surmounted with enormous computing power on brute-force search methods using massive databases. It remains to be seen whether such techniques will extend to other games such as go and shogi. One suggestion is that these games and even chess might benefit from a knowledge-based treatment but such approaches have met with limited success. The problem, as ever from such approaches, is the characterisation of the knowledge to be used by the system. This paper deals with the Tal system, which employs case-based reasoning techniques for chess playing. In the paper, rather than focus on playing, we concentrate on the automatic generation of suitable case knowledge using a chunking technique on a corpus of grandmaster games.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Lawrence Birnbaum, Gregg Collins, Michael Freed, and Bruce Krulwich. Model-based diagnosis of planning failures. In Proceedings of the Eighth National Conference on Artificial Intelligence, pages 318–323. American Association of Artificial Intelligence, AAAI Press/MIT Press, 1990.

    Google Scholar 

  2. M. M. Botvinnik. Three positions. International Computer Chess Association Journal, 16(2):71–75, June 1993.

    Google Scholar 

  3. William G. Chase and Herbert A. Simon. Perception in chess. Cognitive Psychology, 4:55–81, 1973.

    Google Scholar 

  4. Gregg Collins, Lawrence Birnbaum, Bruce Krulwich, and Michael Freed. A model-based approach to learning from planning failures. In Notes of the 1991 AAAI Workshop on Model-Based Reasoning. AAAI, 1991.

    Google Scholar 

  5. Gregg Collins, Lawrence Birnbaum, Bruce Krulwich, and Michael Freed. Model-based integration of planning and learning. SIGART Bulletin, 2(4):56–60, 1991.

    Google Scholar 

  6. A. D. de Groot. Thought and Choice in Chess. The Hague: Mouton, 1965.

    Google Scholar 

  7. Dennis H. Holding. The Psychology of Chess Skill. Lawrence Earlbaum Associates, 1985.

    Google Scholar 

  8. Yaakov Kerner. Case-based evaluation in computer chess. In Proceedings of the European Workshop of Case-Based Reasoning. Springer-Verlag, 1994.

    Google Scholar 

  9. John Laird, Allen Newell, and Paul Rosenbloom. The SOAR Papers. MIT Press, 1993.

    Google Scholar 

  10. Robert Levinson and John Amenta. Morph, an experience-based adaptive chess system. International Computer Chess Association Journal, 16(1):51–53, March 1993.

    Google Scholar 

  11. Alan Newell and Herbert Simon. Human Problem Solving. Prentice Hall, 1972.

    Google Scholar 

  12. Barney Pell. METAGAME: A new challenge for games and learning. In Jaap van den Herik and Victor Allis, editors, Heuristic Programming in Artificial Intelligence 3, Ellis Horwood Series in Artificial Intelligence, pages 237–251. Ellis Horwood Limited, 1992.

    Google Scholar 

  13. Herbert A. Simon and Michael Barenfeld. Information-processing analysis of perceptual processes in problem solving. Psychological Review, 76(5):473–483, 1969.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Manuela Veloso Agnar Aamodt

Rights and permissions

Reprints and permissions

Copyright information

© 1995 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Flinter, S., Keane, M.T. (1995). On the automatic generation of case libraries by chunking chess games. In: Veloso, M., Aamodt, A. (eds) Case-Based Reasoning Research and Development. ICCBR 1995. Lecture Notes in Computer Science, vol 1010. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-60598-3_38

Download citation

  • DOI: https://doi.org/10.1007/3-540-60598-3_38

  • Published:

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-60598-0

  • Online ISBN: 978-3-540-48446-2

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics