Author: Jay Scott
Date: 13:08:01 07/14/05
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On July 14, 2005 at 14:55:00, Mathieu Pagé wrote: >I was wondering do someone know of an engine that do some opponent modeling? Has >it ever been tried? Is there paper/documentation about such an experimentation ? There's not much. If you're interested in inventing new ideas, you have a wide open field to play in. Mainstream chess programs often have a limited ability to play differently against different opponents. "Am I playing against a computer or a human?" There are some old papers by Carmel and Markovitch about opponent modeling in games. Here's a starting point. http://citeseer.ist.psu.edu/carmel95opponent.html Opponent modelling is part of agent modeling in general, which there is literature on. Most agent modeling findings have little application to games, but you may want to scan around to see if you can glean some ideas. If you want to do original research, you should learn about agent modeling so that you can place your research in its broader context. One way to look at opponent modeling is this: The performance program has a general game model, "in this situation, do that." When nothing is known about the opponent, rely on the general model. An opponent model is a set of tweaks to the general model. When more is known about the opponent, larger tweaks can be justified. An opponent can be an individual player (Crafty) or a class of players (humans vs. computers). The opponent model may be hierarchical: If we know nothing about the opponent, use the general model; if we know the opponent is a computer, use the computer tweaks to the model; if we know the opponent is Shredder, use the Shredder tweaks to the computer model. Opponent modeling can have different purposes. Some are: - To play better. In this case, the model needs to try to identify the opponent's strengths to avoid and weaknesses to exploit. If the opponent learns over time, the model may have to take that into account. - To help the opponent improve. An opponent model that finds exploitable weaknesses could be used to help a human or another program improve its play. - To reproduce a given style. "Play like Botvinnik." Jay
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