Peter Stone's Selected Publications

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Automatic Heuristic Construction in a Complete General Game Player

Gregory Kuhlmann, Kurt Dresner, and Peter Stone. Automatic Heuristic Construction in a Complete General Game Player. In Proceedings of the Twenty-First National Conference on Artificial Intelligence, pp. 1457–62, July 2006.
AAAI 2006

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Abstract

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. General 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.

BibTeX Entry

@InProceedings{AAAI06-ggp,
	author="Gregory Kuhlmann and Kurt Dresner and Peter Stone",
	title="Automatic Heuristic Construction in a Complete General Game Player",
        booktitle="Proceedings of the Twenty-First National Conference on Artificial Intelligence",
        month="July",year="2006",
	pages="1457--62",
	abstract={
                  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.  \emph{General} 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.
	},
        wwwnote={<a href="http://www.aaai.org/Conferences/AAAI/aaai06.php">AAAI 2006</a>},
}

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