{"id":203427,"date":"2016-05-13T01:43:15","date_gmt":"2016-05-13T05:43:15","guid":{"rendered":"http:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/uncategorized\/artificial-intelligence-learning-to-learn-education.php"},"modified":"2016-05-13T01:43:15","modified_gmt":"2016-05-13T05:43:15","slug":"artificial-intelligence-learning-to-learn-education","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/artificial-intelligence\/artificial-intelligence-learning-to-learn-education.php","title":{"rendered":"Artificial Intelligence: Learning to Learn &#8211; Education"},"content":{"rendered":"<p><p>    2011 VIRTUAL SCIENCE FAIR ENTRY  <\/p>\n<p>    The purpose of this project was to determine the best algorithm    for strategy games.  <\/p>\n<p>    Computer Science  <\/p>\n<p>    9thGrade  <\/p>\n<p>    Requires technical knowledge  <\/p>\n<p>    There are no costs associated with this project.  <\/p>\n<p>    There are no safety hazards associated with this project.  <\/p>\n<p>    The total time taken to complete this project is as follows:  <\/p>\n<p>    The purpose of this project was to determine the best algorithm    for strategy games.  <\/p>\n<p>    The goal of endowing human-like intelligence to inanimate    objects has a long history. Modern computers can perform    millions of calculations per second, but even with all of this    remarkable speed, true logic has yet to be achieved. Every year    that passes, computers come closer and closer to achieving this    goal, or at least mimicking true logic. Game strategy is one of    the most common applications of artificial intelligence.    Algorithms are a set of instructions a computer follows to    achieve a task or goal. There are three main types of    algorithms for intelligence in games: Alpha-beta, learning, and    hybrids. Chess was one of the first games to implement    artificial intelligence with the discovery of the Alpha-beta    algorithm in 1958 by scientists at Carnegie-Mellon University    (Friedel, n.d.). The Alpha-beta algorithm was the first    feasible algorithm that could be used for strategy in games. As    artificial intelligence in games evolved and became more    complex, a more modern learning approach has been adopted.    Even though there have been major advancements in both    learning style algorithms and Alpha-beta algorithms; a hybrid    utilizing elements of both algorithms results in a stronger,    more efficient, and faster program. On the forefront of the    quest for artificial intelligence, these algorithms are playing    vastly important roles.  <\/p>\n<p>    The Alpha-beta algorithm has a long history of success. The    first use of the algorithm in a game was in the 70s and 80s    by the Belle computer. Belle remained the champion of    computer chess until being superseded by the Cray supercomputer    (Friedel, n.d.). Belle was the first computer to be successful    using the early forms of the Alpha-beta algorithm. Deep Blue    later used the algorithm in order to defeat chess grandmaster    Garry Kasparov; this was a major development for the artificial    intelligence community as it was the first time in history a    computer had beaten a chess grandmaster in a standard match.    Over time, the algorithm has been revised, updated, and    modified to the point where several versions of the algorithm    exist that all use the same core principles.  <\/p>\n<p>    The Alpha-beta algorithm uses brute-force calculations    (thousands every second) to make decisions. The Alpha-beta    algorithm uses the minimax principle (one player tries to    maximize their score while the other tries to minimize it) and    efficient evaluation techniques in order to achieve its logic.    Alpha-beta is a game tree searcher, or in other words, it    forms a hierarchy of possible moves down to a defined level    (i.e. six moves). In some variations, eliminating symmetries    and rotations is used to reduce the size of the game tree (Lin,    2003). After the tree is formed the algorithm then proceeds to    evaluate each position in the tree based on a set of rules    intended to make the computer play stronger, this is called    heuristics. The reason why Alpha-beta is fast, yet strong is    that it ignores portions of the game board (Lin, 2003). It    decides which portions to ignore based on finding the best move    per level (or move) and ignoring all the moves that arent the    best and the moves under them. Alpha-beta can calculate two    levels of moves with 900 positions in 0.018 seconds, three    levels of moves with 27,000 positions in 0.54 seconds, four    levels of moves with 810,000 positions in 16.2 seconds, and so    on. These efficiency-improving techniques are responsible for    the small calculation times and improved game strategy that the    algorithm provides.  <\/p>\n<p>    Learning style algorithms are another popular type of algorithm    for game use. Learning style algorithms arent necessarily a    recent creation. They have been in use for approximately thirty    years, but have been met with limited success until recently.    In this approach, an algorithm uses its own experiences, or a    large database of pre-played games to determine the best moves.    Unfortunately, learning algorithms have also incorporated the    bad strategies utilized by novice players. Over time,    improvements have been made so that an algorithm can be a    threat to intermediate players in most action games; however,    learning algorithms are often unsuccessful in games requiring    strategic play. The Chinook program uses the most notable    learning algorithm. The program spent eighteen years    calculating every possible move for the game of checkers. But    the Chinooks algorithm is considered by some not to be a    true learning algorithm since it already knows all of the    possible outcomes for every move (Chang, 2007). Chinook,    however, does adjust its playing style for each players    strategy; this is where its element of learning comes into play    (Chang, 2007). Learning algorithms are considered closer to    true intelligence than other algorithms that use brute-force    calculations such as Alpha-beta. Compared to pure calculation    algorithms, they play games more like humans and even show very    limited aspects of creativity and self-formed strategy.  <\/p>\n<p>    A hybrid algorithm combines the brute-force style of the    Alpha-beta algorithm with the flexibility of the learning style    algorithm. This method insures that the full ability of the    computer is used while it is free to adapt to each players    individual game style. Chinook successfully utilized this    technique to make a program that is literally unbeatable.    Because of the Chinook program, the game of checkers has been    solved. No matter how well an opponent plays, the best they    can do is end in a draw (Chang 2007).  <\/p>\n<p>    Other champion programs have used just one style of algorithm    in order to win. As a result, no particular algorithm has been    measured or proven to be dominant. Game developers choose which    algorithm to use based largely on personal preferences and on a    lack of consensus from the artificial intelligence community as    to which algorithm is superior. There are weaknesses that can    be used to determine which algorithm will prove to be inferior.    For example, the Alpha-beta algorithm does not generate all    possible moves from the current condition of the game.    Alpha-beta assumes that the opponent will make the best    possible move available. If a player makes a move that is not    in their best interest, the algorithm will not know how to    respond because that moves game tree has not been calculated.    The opponent can trick the algorithm by making sup-par moves,    and forcing it to recalculate. It is also important to note    that the Alpha-beta algorithm can use tremendous amounts of    time when calculating more than a couple of moves. The learning    algorithm has its flaws, too. If it encounters an unknown    strategy, the algorithm will be helpless against its opponents    moves. The most likely way to minimize these flaws is to    combine these algorithms into a hybrid. If the hybrid    encounters an unknown strategy, it can then use the Alpha-beta    style game tree to determine the possible moves from that    point. Likewise, if the opponent uses a move not calculated by    the brute-force method, it can then use learned strategies to    defend itself. The hybrid algorithm will be faster and have    better winning strategies than either the Alpha-beta, or the    learning style algorithms.  <\/p>\n<p>    The experiment clearly demonstrated the alpha-beta algorithm    won more games, took less time to generate a move, and took    less moves to win. It was clearly superior to both the hybrid    and learning algorithms.  <\/p>\n<p>    This chart shows the percent each algorithm won out of 9,000    games of checkers. Alpha-beta scored the highest percentage of    wins, the hybrid came in second, and the learning algorithm    scored the lowest percentage.  <\/p>\n<p>    This chart displays the average time it took each algorithm to    generate a move. In this situation the lowest scoring algorithm    preformed the best.  <\/p>\n<p>    This chart represents the average number of moves it took each    algorithm to win a game. As with the previous chart, the lowest    scoring algorithm performed the best.  <\/p>\n<p>    Evidence gathered from the experiments showed that the    Alpha-beta algorithm was far superior to both the hybrid and    learning algorithms. This can be concluded based on three    distinct factors: the percentage of wins, the average time    taken to make a move, and the average number of moves generated    in order to win a game. In each of these categories the    Alpha-beta algorithm preformed the best in every category. The    hybrid performed better than the learning, but worse than the    Alpha-beta. The Learning algorithm performed the worst.  <\/p>\n<p>    This experiment included 9,000 trials; therefore, the    experimental error was minimal. The only measured value that    needed to be considered for errors was the average amount of    time each algorithm used to generate a move. The computer can    record the precise time, but the time was rounded so the    time-keeping process would not affect the outcome of an    experiment. However, the difference between the averages was    not at all significant, and even if the computer recorded the    results with absolute precision the conclusion would remain    unchanged. Another aspect to consider about the results was the    possibility of a recursion loop (basically, when the algorithm    gets stuck in a repeating loop). Although the algorithm will    break from the loop, it would cause the average time spent on a    move to go up considerably for that game. The last error that    needed to be considered was the inefficiencies in an    algorithms programming. If an algorithm was erroneously    programmed in a way that was inefficient, it would obviously    damage the overall performance.  <\/p>\n<p>    Chang, K.(2007, July 19). Computer checkers program is    invincible.Retrieved from    <a href=\"http:\/\/www.nytimes.com\/2007\/07\/19\/science\/19cnd-checkers.html\" rel=\"nofollow\">http:\/\/www.nytimes.com\/2007\/07\/19\/science\/19cnd-checkers.html<\/a>  <\/p>\n<p>    Frayn, C.(2005, August 1). Computer chess programming theory.    Retrieved from <a href=\"http:\/\/www.frayn.net\/beowulf\/theory.html\" rel=\"nofollow\">http:\/\/www.frayn.net\/beowulf\/theory.html<\/a>  <\/p>\n<p>    Friedel, F.(n.d.).A short history of computer chess. Retrieved    from <a href=\"http:\/\/www.chessbase.com\/columns\/column.asp?pid=102\" rel=\"nofollow\">http:\/\/www.chessbase.com\/columns\/column.asp?pid=102<\/a>  <\/p>\n<p>    Lin, Y. (2003).Game trees. Retrieved from    <a href=\"http:\/\/www.ocf.berkeley.edu\/~yosenl\/extras\/alphabeta\/alphabeta.html\" rel=\"nofollow\">http:\/\/www.ocf.berkeley.edu\/~yosenl\/extras\/alphabeta\/alphabeta.html<\/a>  <\/p>\n<p>    For a demo of the program email connerruhl at me.com  <\/p>\n<p>    Education.com provides the Science Fair Project Ideas for    informational purposes only. Education.com does not make any    guarantee or representation regarding the Science Fair Project    Ideas and is not responsible or liable for any loss or damage,    directly or indirectly, caused by your use of such information.    By accessing the Science Fair Project Ideas, you waive and    renounce any claims against Education.com that arise thereof.    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For further information, consult your    state's handbook of Science Safety.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Continue reading here:<\/p>\n<p><a target=\"_blank\" href=\"http:\/\/www.education.com\/science-fair\/article\/artificial-intelligence-learning-learn\/\" title=\"Artificial Intelligence: Learning to Learn - Education\">Artificial Intelligence: Learning to Learn - Education<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> 2011 VIRTUAL SCIENCE FAIR ENTRY The purpose of this project was to determine the best algorithm for strategy games. Computer Science 9thGrade Requires technical knowledge There are no costs associated with this project. There are no safety hazards associated with this project.  <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/artificial-intelligence\/artificial-intelligence-learning-to-learn-education.php\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"limit_modified_date":"","last_modified_date":"","_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"categories":[13],"tags":[],"class_list":["post-203427","post","type-post","status-publish","format-standard","hentry","category-artificial-intelligence"],"modified_by":null,"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/203427"}],"collection":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/comments?post=203427"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/203427\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=203427"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=203427"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=203427"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}