Abstract
Soft computing is extensively used in the field of computer games to create AI agents for computers. A case study of reinforcement learning is presented, by designing an AI agent for chopsticks game, with a probabilistic algorithm devised to make use of past game experience as its only tool to guide itself to victory. It has been experimentally verified that the AI agent’s performance increases with learning and nears saturation beyond a point of learning. Constant order space and time complexity is achieved with proper design of knowledge base.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Wu, L., Baldi, P.F.: A scalable machine learning approach to go. In: Advances in Neural Information Processing Systems, pp. 1521–1528 (2006)
Morales, E.M.: Learning playing strategies in chess. Comput. Intell. 12(1), 65–87 (1996)
Gasser, R.: Solving nine men’s morris. Comput. Intell. 12(1), 24–41 (1996)
Alus, L.V., Huntjens, M.P.H.: Go-moku solved by new search techniques. Comput. Intell. 12(1), 7–23 (1996)
Allis, L.V., Vander, M., Herik, H.J.: Proof number search. AI 66(1), 91–124 (1994)
Krawiec, K., Szubert, M.G.: Learning n-tuple networks for Othello by co-evolutionary gradient search. In: Proceedings of GECCO, Dublin, pp. 355–362 (2011)
Thill, M., Koch, P., Konen, W.: Reinforcement learning with N-tuples on the game connect-4. In: Parallel Problem Solving from Nature, pp. 184–194 (2012)
Thill, M., Bagheri, S., Koch, P., Konen, W.: Temporal difference learning with eligibility traces for the game connect four. In: Proceedings of IEEE Conference on Computational Intelligence and Games, pp. 1–8 (2014)
Bhasin, H., Singla, N.: Genetic based algorithm for N-puzzle problem. Int. J. Comput. Appl. 51(22), 44–50 (2012)
Castillo, L.P., Wrobel, S.: Learning minesweeper with multirelational learning. In: Proceedings of International Joint Conference on Artificial intelligence, Mexico 2003, pp. 533–540 (2003)
Sutton, R.S., Barto, A.G.: Introduction to reinforcement learning. MIT Press, Cambridge (1998)
Tesauro, G.: Temporal difference learning and TD-Gammon. Commun. ACM 38(3), 58–68 (1995)
Sahu, A.K., Palita, P., Mohanty, A.: TIC-TAC-TOE game between computers: a computational intelligence approach. In: Proceedings of International conference on Frontiers in Intelligent Computing: Theory and Applications. ITER, S.O., Odissa, India (2012)
Gatti, C.J., Embrechts, M.J., Linton, J.D: Reinforcement learning and the effects of parameter settings in the game of Chung Toi. In: Proceedings of IEEE International Conference on Systems, Man, and Cybernetics, Anchorage, USA, pp. 3530–3535 (2011)
Gosavi, A.: Reinforcement learning: a tutorial survey and recent advances. INFORMS J. Comput. 21(2), 178–192 (2009)
Kaelbling, L.P., Littman, M.L., Moore, A.W.: Reinforcement learning: a survey. J. Artif. Intell. Res. 4, 237–285 (1996)
Ghory, I.: Reinforcement learning in board games. Univ. of Bristol, Technical report (2004)
Kendall, G., Parkes, A.J., Spoerer, K.: A survey of NP-complete puzzles. ICGA J. 31(1), 13–34 (2008)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG
About this paper
Cite this paper
Jayashree, P., Ramakrishnan, K. (2018). Design and Evaluation of Reinforcement Learning Based AI Agent: A Case Study in Gaming. In: Abraham, A., Cherukuri, A., Madureira, A., Muda, A. (eds) Proceedings of the Eighth International Conference on Soft Computing and Pattern Recognition (SoCPaR 2016). SoCPaR 2016. Advances in Intelligent Systems and Computing, vol 614. Springer, Cham. https://doi.org/10.1007/978-3-319-60618-7_33
Download citation
DOI: https://doi.org/10.1007/978-3-319-60618-7_33
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-60617-0
Online ISBN: 978-3-319-60618-7
eBook Packages: EngineeringEngineering (R0)