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Pheromone-Based Pre-processing to Improve Move Generation in Board Games

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Technologies for E-Learning and Digital Entertainment (Edutainment 2006)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 3942))

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Abstract

We propose a method to improve generating moves in board games. The basic idea comes from swarm intelligence. The board game program runs Pheromone-based Pre-processing algorithm (PP) to construct two heuristic game trees apart from the game search tree, and learns from winners’ moves by laying pheromone trails on heuristic game trees before game starts. Then the program picks moves on the basis of their pheromone quantity to start game tree search when playing games. The results of our experiments show that the method is efficient and promising.

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References

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  2. Abdelbar, A.M., Ragab, S., Mitri, S.: Co-evolutionary particle swarm optimization applied to the 7x7 seega game. In: Proceedings of the International Joint Conference on Neural Networks (IJCNN), Budapest (2004)

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© 2006 Springer-Verlag Berlin Heidelberg

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Chen, S., Qian, H., Zhu, M. (2006). Pheromone-Based Pre-processing to Improve Move Generation in Board Games. In: Pan, Z., Aylett, R., Diener, H., Jin, X., Göbel, S., Li, L. (eds) Technologies for E-Learning and Digital Entertainment. Edutainment 2006. Lecture Notes in Computer Science, vol 3942. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11736639_84

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  • DOI: https://doi.org/10.1007/11736639_84

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-33423-1

  • Online ISBN: 978-3-540-33424-8

  • eBook Packages: Computer ScienceComputer Science (R0)

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