Article View: comp.os.os2.games
Article #12Re: TD-GAMMON with OS/2 WARP 4
From: John Clements
Date: Wed, 12 Feb 1997 00:00
Date: Wed, 12 Feb 1997 00:00
41 lines
3072 bytes
3072 bytes
In article <5dsm20$s4s@ausnews.austin.ibm.com>, Jim Babka <babka@austin.ibm.com> wrote: >Actually, I have a theory about this. I'm not "in the know" about this - I >don't know the people who put TD-GAMMON together - but I have noticed the >rather blatant appearance of cheating (program has three unprotected pieces, >only way I *won't* hit it at least once is if I roll a 1 2, and guess what I >roll). My theory is that this is a game that was trained via massive >reiteration of playing against itself. During the course of that learning, >it also "learned" the pattern to the pseudo-random numbers used to generate >the die rolls. I understand that they probably change the seed from game to >game, but depending upon the quality of the random-number generator, there can >still be a repeating pattern, and that pattern might be built into the neural >net (or whatever other algorithm is being used) that drives the computer play. > a) you're right about the technique used for building TD-gammon (last time I heard, it was a self-trained neural network. b) you're almost certainly wrong in your suggestion that TD-gammon acts based upon learned knowledge about the way the dice perform. What you're proposing (as I understand) it is that TD-gammon gives high equity ratings to positions which, though bad, are made good by a persistent bias of the dice, and thus are 'safe'. For this sort of persistent bias to exist, it would appear to be necessary for the dice to be linked in some way to the positions being seen, a near-impossibility. Given that TD's evaluation of positions is based upon a 'generalization', if you will, of a plethora of somewhat similar situations, I rather suspect that you could get away with using a decidedly _non_ random die sequence for training, and that you would still end up with a fairly valid evaluation engine, i.e. one which is not biased towards certain risky situations. As further evidence that no such bias exists, witness the fine performance of neural net-based 'bots like td-one, jellyfish, and mloner on FIBS, where the die-rolling algorithm is almost certainly not the one that these 'bots were trained with. How about this: I'll give you ten to one that you're mistaken. john
Technical Details
Message-ID:
<5dsuim$rja@cnn.Princeton.EDU>Path:
arc1-ca.pugleaf.net!unknown!not-for-mailReferences:
<5d3rr4$aa8@flash.anu.edu.au> <1997Feb11.184452.2170@delta.process.com> <33014410.20749346@NewsServer.cc.monash.edu.au> <5dsm20$s4s@ausnews.austin.ibm.com>Show Full Headers
Complete Article Headers
X-Google-Language: ENGLISH,ASCII-7-bit X-Google-Thread: 10e320,ad8ee6c50458a2f8 X-Google-Attributes: gid10e320,public X-Google-Thread: 10a752,ad8ee6c50458a2f8 X-Google-Attributes: gid10a752,public X-Google-Thread: 109125,ad8ee6c50458a2f8 X-Google-Attributes: gid109125,public From: clements@taw.cs.princeton.edu (John Clements) Subject: Re: TD-GAMMON with OS/2 WARP 4 Date: 1997/02/12 Message-ID: <5dsuim$rja@cnn.Princeton.EDU> X-Deja-AN: 218293498 References: <5d3rr4$aa8@flash.anu.edu.au> <1997Feb11.184452.2170@delta.process.com> <33014410.20749346@NewsServer.cc.monash.edu.au> <5dsm20$s4s@ausnews.austin.ibm.com> Organization: Computer Science Department, Princeton University Newsgroups: comp.os.os2.games,aus.computers.os2,rec.games.backgammon