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RE: [computer-go] Neural Nets
> -----Original Message-----
> From: computer-go-bounces@xxxxxxxxxxxxxxxxx
> [mailto:computer-go-bounces@xxxxxxxxxxxxxxxxx]On Behalf Of Imran Ghory
> Sent: Saturday, December 04, 2004 12:07
> To: computer-go
> Subject: Re: [computer-go] Pattern matching - example play
>
>
> However improvements in things like board encoding, training algorithms
> and raw computational power are bringing many more games into
> practicallity.
>
> Obviously you haven't seen the Temporal Coherence Algorithm, only limited
> work has been done with it so far, but the results have been very
> positive. It has been used to train a neural network which takes as inputs
> (human programmed) feature detectors, when you just use a single layer
> neural network you're essentially just producing weightings for the
> different features. Research in games such as Chess and Shogi has found
> this algorithm to be the best way discovered yet for combining feature
> detectors to produce a score for a board position.
>
>
> BTW. If you would like to know more about the application of TD algorithms
> and neural networks to games see my paper at,
>
> http://www.cs.bris.ac.uk/Publications/pub_info.jsp?id=2000100
>
> Particularly section 9 might interest you.
>
I get 'Connection refused' when I click that. I'm really interested, as
feature detection to produce a score is probably what you'd need for aji.
Not an absolute score of course, but more like a score adjustment. I'm
afraid that neural nets are too slow though, any information on that?
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