Learning

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Learning[1]

Learning,
the process of acquiring newknowledge which involves synthesizing different types ofinformation.Machine learning as aspect of computer chess programming deals with algorithms that allow the program to change its behavior based on data, which for instance occurs duringgame playing against a variety of opponents considering the final outcome and/or the game record for instance as history score chart indexed by ply. Related to Machine learning isevolutionary computation and its sub-areas ofgenetic algorithms, andgenetic programming, that mimics the process of naturalevolution, as further mentioned inautomated tuning. The process of learning often impliesunderstanding,perception orreasoning. So calledRote learning avoids understanding and focuses onmemorization.Inductive learning takes examples and generalizes rather than starting with existing knowledge.Deductive learning takes abstract concepts to make sense of examples[2].

Contents

Learning inside a Chess Program

Learning inside a chess program may address several disjoint issues. Apersistent hash table remembers "important" positions from earlier games inside thesearch with itsexact score[3]. Worse positions may be avoided in advance.Learning opening book moves, that is appending successful novelties or modify the probability of already stored moves from the book based on the outcome of a game[4]. Another application is learningevaluation weights of various features, f. i.piece-[5] orpiece-square[6] values ormobility. Programs may also learn to control search[7] ortime usage[8].

Learning Paradigms

There are three major learningparadigms, each corresponding to a particular abstract learning task. These aresupervised learning,unsupervised learning andreinforcement learning. Usually any given type ofneural network architecture can be employed in any of those tasks.

Supervised Learning

see main pageSupervised Learning

Supervised learning is learning from examples provided by a knowledgable external supervisor. In machine learning, supervised learning is a technique for deducing a function from training data. The training data consist of pairs of input objects and desired outputs, f.i. in computer chess a sequence of positions associated with the outcome of a game[9] .

Unsupervised Learning

Unsupervised machine learning seems much harder: the goal is to have the computer learn how to do something that we don't tell it how to do. The learner is given only unlabeled examples, f. i. a sequence of positions of a running game but the final result (still) unknown. A form of reinforcement learning can be used for unsupervised learning, where anagent bases its actions on the previous rewards and punishments without necessarily even learning any information about the exact ways that its actions affect the world.Clustering is another method of unsupervised learning.

Reinforcement Learning

see main pageReinforcement Learning

Reinforcement learning is defined not by characterizing learning methods, but by characterizing a learning problem. Reinforcement learning is learning what to do - how to map situations to actions - so as to maximize a numerical reward signal. The learner is not told which actions to take, as in most forms of machine learning, but instead must discover which actions yield the most reward by trying them. The reinforcement learning problem is deeply indebted to the idea ofMarkov decision processes (MDPs) from the field ofoptimal control.

Learning Topics

Programs

See also

Selected Publications

[10]

1940 ...

1950 ...

Claude Shannon,John McCarthy (eds.) (1956).Automata Studies.Annals of Mathematics Studies, No. 34
Alan Turing,Jack Copeland (editor) (2004).The Essential Turing, Seminal Writings in Computing, Logic, Philosophy, Artificial Intelligence, and Artificial Life plus The Secrets of Enigma.Oxford University Press,amazon,google books

1955 ...

Claude Shannon,John McCarthy (eds.) (1956).Automata Studies.Annals of Mathematics Studies, No. 34,pdf

1960 ...

1965 ...

1970 ...

1975 ...

  • Jacques Pitrat (1976).A Program to Learn to Play Chess. Pattern Recognition and Artificial Intelligence, pp. 399-419. Academic Press Ltd. London, UK. ISBN 0-12-170950-7.
  • Jacques Pitrat (1976).Realization of a Program Learning to Find Combinations at Chess. Computer Oriented Learning Processes (ed. J. Simon). Noordhoff, Groningen, The Netherlands.
  • Pericles Negri (1977).Inductive Learning in a Hierarchical Model for Representing Knowledge in Chess End Games.pdf
  • Ryszard Michalski,Pericles Negri (1977).An experiment on inductive learning in chess endgames.Machine Intelligence 8,pdf
  • Boris Stilman (1977).The Computer Learns. in1976 US Computer Chess Championship, byDavid Levy, Computer Science Press, Woodland Hills, CA, pp. 83-90
  • Richard Sutton (1978).Single channel theory: A neuronal theory of learning. Brain Theory Newsletter 3, No. 3/4, pp. 72-75.
  • Ross Quinlan (1979).Discovering Rules by Induction from Large Collections of Examples. Expert Systems in the Micro-electronic Age, pp. 168-201. Edinburgh University Press (Introducing ID3)

1980 ...

1985 ...

1986

1987

1988

1989

1990 ...

1991

1992

1993

1994

1995 ...

1996

1997

1998

Miroslav Kubat,Ivan Bratko,Ryszard Michalski (1998).A Review of Machine Learning Methods.pdf

1999

2000 ...

2001

2002

2003

2004

2005 ...

2006

2007

2008

2009

2010 ...

2011

2012

István Szita (2012).Reinforcement Learning in Games. Chapter 17

2013

2014

2015 ...

2016

2017

2018

2019

2020 ...

Forum Posts

1998 ...

2000 ...

2005 ...

2010 ...

2015 ...

External Links

Machine Learning

AI

Learning I
Learning II

Chess

Supervised Learning

Unsupervised Learning

Reinforcement Learning

TD Learning

Statistics

Markov Models

NNs

ANNs

Topics

RNNs

Courses

References

  1. A depiction of the world's oldest continually operating university, theUniversity of Bologna, Italy, by Laurentius de Voltolina, second half of 14th century,Learning from Wikipedia
  2. Inductive learning vs Deductive learning
  3. David Slate (1987).A Chess Program that uses its Transposition Table to Learn from Experience.ICCA Journal, Vol. 10, No. 2
  4. Robert Hyatt (1999).Book Learning - a Methodology to Tune an Opening Book Automatically.ICCA Journal, Vol. 22, No. 1
  5. Don Beal,Martin C. Smith (1997).Learning Piece Values Using Temporal Differences.ICCA Journal, Vol. 20, No. 3
  6. Don Beal,Martin C. Smith (1999).Learning Piece-Square Values using Temporal Differences.ICCA Journal, Vol. 22, No. 4
  7. Yngvi Björnsson,Tony Marsland (2001).Learning Search Control in Adversary Games.Advances in Computer Games 9,pdf
  8. Levente Kocsis,Jos Uiterwijk,Jaap van den Herik (2000).Learning Time Allocation using Neural Networks.CG 2000,postscript
  9. AI Horizon: Machine Learning, Part II: Supervised and Unsupervised Learning
  10. online papers fromMachine Learning in Games byJay Scott
  11. Rosenblatt's Contributions
  12. Ratio Club from Wikipedia
  13. Royal Radar Establishment from Wikipedia
  14. seeSwap-off byHelmut Richter
  15. The abandonment of connectionism in 1969 - Wikipedia
  16. Frank Rosenblatt (1962).Principles of Neurodynamics: Perceptrons and the Theory of Brain Mechanisms. Spartan Books
  17. Long short term memory from Wikipedia
  18. Tsumego from Wikipedia
  19. Learnable Evolution Model from Wikipedia
  20. Jean Hayes Michie (2001).Machine Learning and Light Relief: A Review of Truth from Trash.AI Magazine, Vol. 22 No. 4,pdf
  21. University of Bristol - Department of Computer Science - Technical Reports
  22. Generalized Hebbian Algorithm from Wikipedia
  23. Dap Hartmann (2010).Mimicking the Black Box - Genetically evolving evaluation functions and search algorithms. Review on Omid David's Ph.D. Thesis,ICGA Journal, Vol 33, No. 1
  24. Monte-Carlo Simulation Balancing - videolectures.net byDavid Silver
  25. MATLAB from Wikipedia
  26. Weka (machine learning) from Wikipedia
  27. Ms. Pac-Man from Wikipedia
  28. Demystifying Deep Reinforcement Learning byTambet Matiisen,Nervana, December 21, 2015
  29. Patent US20150100530 - Methods and apparatus for reinforcement learning - Google Patents
  30. 2048 (video game) from Wikipedia
  31. Teaching Deep Convolutional Neural Networks to Play Go byHiroshi Yamashita,The Computer-go Archives, December 14, 2014
  32. Teaching Deep Convolutional Neural Networks to Play Go byMichel Van den Bergh,CCC, December 16, 2014
  33. Convolutional neural network from Wikipedia
  34. Best Paper Awards | TAAI 2014
  35. DeepChess: Another deep-learning based chess program byMatthew Lai,CCC, October 17, 2016
  36. ICANN 2016 | Recipients of the best paper awards
  37. Using GAN to play chess by Evgeniy Zheltonozhskiy,CCC, February 23, 2017
  38. New DeepMind paper by GregNeto,CCC, November 21, 2019
  39. MuZero: Mastering Go, chess, shogi and Atari without rules
  40. Naive Bayes classifier from Wikipedia
  41. Amir Ban (2012).Automatic Learning of Evaluation, with Applications to Computer Chess. Discussion Paper 613,The Hebrew University of Jerusalem - Center for the Study of Rationality,Givat Ram
  42. Christopher Clark,Amos Storkey (2014).Teaching Deep Convolutional Neural Networks to Play Go.arXiv:1412.3409
  43. Chris J. Maddison,Aja Huang,Ilya Sutskever,David Silver (2014).Move Evaluation in Go Using Deep Convolutional Neural Networks.arXiv:1412.6564v1

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