D 2003

Learning Representative Patterns From Real Chess Positions: A Case Study

ŽIŽKA, Jan and Michal MÁDR

Basic information

Original name

Learning Representative Patterns From Real Chess Positions: A Case Study

Authors

ŽIŽKA, Jan (203 Czech Republic, guarantor) and Michal MÁDR (203 Czech Republic)

Edition

Hyderabad, India, Proceedings of the First Indian International Conference on Artificial Intelligence (IICAI-03), p. 1374-1387, 14 pp. 2003

Publisher

IICAI-03

Other information

Language

English

Type of outcome

Stať ve sborníku

Field of Study

10201 Computer sciences, information science, bioinformatics

Country of publisher

India

Confidentiality degree

není předmětem státního či obchodního tajemství

RIV identification code

RIV/00216224:14330/03:00009152

Organization unit

Faculty of Informatics

ISBN

0-9727412-0-8

Keywords in English

pattern recognition; decision trees; classification; representation of examples; relevant attributes
Změněno: 8/9/2004 16:36, doc. Ing. Jan Žižka, CSc.

Abstract

V originále

This paper deals with a particular pattern recognition by machine learning. The patterns are specific chess positions. A computer learns if a special pattern leads to a winning or losing game, i.e., a classification task based on real results and examples. As a learning algorithm, decision trees generated by the program C5/See5, also with boosting, were used. This algorithm does not employ chess rules or calculations of positions, it just learns from a selected set of 450 training positive and negative examples with 8 different representations of real positions played by human players. The most accurate classification reaches 92.98% for the combination of automatically generated trivial descriptions of positions (64 attributes) with expert descriptions suggested by humans (92 attributes).

Links

MSM 143300003, plan (intention)
Name: Interakce člověka s počítačem, dialogové systémy a asistivní technologie
Investor: Ministry of Education, Youth and Sports of the CR, Human-computer interaction, dialog systems and assistive technologies