Automatic Heuristic Construction in a Complete General Game Player
Abstract
Computer game players are typically designed to play a sin-gle 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 dif-ferent previously unseen games. The first AAAI General Game Playing Competition was held at AAAI 2005 in or-der to promote research in this area. In this article, we survey some of the issues involved in creating a general game play-ing 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.
Cite
Text
Kuhlmann and Stone. "Automatic Heuristic Construction in a Complete General Game Player." AAAI Conference on Artificial Intelligence, 2006.Markdown
[Kuhlmann and Stone. "Automatic Heuristic Construction in a Complete General Game Player." AAAI Conference on Artificial Intelligence, 2006.](https://mlanthology.org/aaai/2006/kuhlmann2006aaai-automatic/)BibTeX
@inproceedings{kuhlmann2006aaai-automatic,
title = {{Automatic Heuristic Construction in a Complete General Game Player}},
author = {Kuhlmann, Gregory and Stone, Peter},
booktitle = {AAAI Conference on Artificial Intelligence},
year = {2006},
pages = {1457-1462},
url = {https://mlanthology.org/aaai/2006/kuhlmann2006aaai-automatic/}
}