Automatic Heuristic Construction in a Complete General Game Player (2006)
Creating programs that can play games such as chess, checkers, and backgammon, at a high level has long been a challenge and benchmark for AI. Typically, each such program is designed to play a single game: today's best chess-playing programs cannot play checkers, or even tic-tac-toe. emphGeneral Game Playing is the problem of designing an agent capable of playing many different previously unseen games. The first AAAI General Game Playing Competition was held at AAAI 2005 in order to promote research in this area. In this article, we survey some of the issues involved in creating a general game playing system and introduce our entry to that event. The main feature of our approach is a novel method for automatically constructing effective search heuristics based on the formal game description. Our agent is fully implemented and tested in a range of different games.
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Citation:
In Proceedings of the 21st National Conference on Artificial Intelligence, pp. 1457-62, July 2006.
Bibtex:

Kurt Dresner Ph.D. Alumni kurt [at] dresner name
Gregory Kuhlmann Ph.D. Alumni kuhlmann [at] cs utexas edu
Peter Stone Faculty pstone [at] cs utexas edu