Affiliation:
1. The University of Electro-Communications, Chofu, Tokyo, Japan
2. University of Shizuoka, Shizuoka, Shizuoka, Japan
Abstract
This article describes how computer Daihinmin involves playing Daihinmin, a popular card game in Japan, by using a player program. Because strong player programs of Computer Daihinmin use machine-learning techniques, such as the Monte Carlo method, predicting the program's behavior is difficult. In this article, the authors extract the features of the player program through decision tree analysis. The features of programs are extracted by generating decision trees based on three types of viewpoints. To show the validity of their method, computer experiments were conducted. The authors applied their method to three programs with relatively obvious behaviors, and they confirmed that the extracted features were correct by observing real behaviors of the programs.
Subject
Artificial Intelligence,Computer Graphics and Computer-Aided Design,Computer Networks and Communications,Computer Science Applications,Software
Reference11 articles.
1. Cluster Analysis Using N-gram Statistics for Daihinmin Programs and Performance Evaluations
2. Ohto, K. & Tanaka, T. (2016). Supervised learning of policy function based on policy gradients and application to Monte Carlo simulation in Daihinmin (IPSJ SIG Technical ReportI2016-GI-35(10)). Japanese party kit: A tool kit for recursive partytioning. Retrieved from https://cran.r-project.org/web/packages/partykit/index.html
3. R: The r project for statistical computing. (n.d.). Retrieved from https://www.r-project.org/
4. rpart: Recursive partitioning and regression trees. (n.d.). Retrieved from https://cran.r-project.org/web/packages/rpart/index.html
Cited by
3 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献