This paper demonstrates the use of pattern-weights in order to develop a strategy for an automated player of a non-cooperative version of the game of Diplomacy. Diplomacy is a multi-player, zero-sum and simultaneous move game with imperfect information. Pattern-weights represent stored knowledge of various aspects of a game that are learned through experience. An automated computer player is developed without any initial strategy and is able to learn important strategic aspects of the game through self-play by storing pattern-weights and using temporal difference learning. © Springer-Verlag Berlin Heidelberg 2003.
CITATION STYLE
Shapiro, A., Fuchs, G., & Levinson, R. (2003). Learning a game strategy using pattern-weights and self-play. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 2883, 42–60. https://doi.org/10.1007/978-3-540-40031-8_4
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