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  • game playing  (4)
  • QTL  (2)
  • Springer  (6)
  • Public Library of Science (PLoS)
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  • Springer  (6)
  • Public Library of Science (PLoS)
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  • 1
    Electronic Resource
    Electronic Resource
    Springer
    Constraints 3 (1998), S. 239-253 
    ISSN: 1572-9354
    Keywords: machine learning ; game playing ; spatial cognition ; extensible architectures
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract This paper describes an architecture that begins with enough general knowledge to play any board game as a novice, and then shifts its decision-making emphasis to learned, game-specific, spatially-oriented heuristics. From its playing experience, it acquires game-specific knowledge about both patterns and spatial concepts. The latter are proceduralized as learned, spatially-oriented heuristics. These heuristics represent a new level of feature aggregation that effectively focuses the program's attention. While training against an external expert, the program integrates these heuristics robustly. After training it exhibits both a new emphasis on spatially-oriented play and the ability to respond to novel situations in a spatially-oriented manner. This significantly improves performance against a variety of opponents. In addition, we address the issue of context on pattern learning. The procedures described here move toward learning spatially-oriented heuristics for autonomous programs in other spatial domains.
    Type of Medium: Electronic Resource
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  • 2
    Electronic Resource
    Electronic Resource
    Springer
    Minds and machines 2 (1992), S. 239-265 
    ISSN: 1572-8641
    Keywords: Representation ; cognitive architecture ; concepts ; machine learning ; game playing
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Philosophy
    Notes: Abstract The extent to which concepts, memory, and planning are necessary to the simulation of intelligent behavior is a fundamental philosophical issue in Artificial Intelligence. An active and productive segement of the AI community has taken the position that multiple low-level agents, properly organized, can account for high-level behavior. Empirical research on these questions with fully operational systems has been restricted to mobile robots that do simple tasks. This paper recounts experiments with Hoyle, a system in a cerebral, rather than a physical, domain. The program learns to perform well and quickly, often outpacing its human creators at two-person, perfect information board games. Hoyle demonstrates that a surprising amount of intelligent behavior can be treated as if it were situation-determined, that often planning is unnecessary, and that the memory required to support this learning is minimal. Concepts, however, are crucial to this reactive program's ability to learn and perform.
    Type of Medium: Electronic Resource
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  • 3
    Electronic Resource
    Electronic Resource
    Springer
    Machine learning 15 (1994), S. 251-277 
    ISSN: 0885-6125
    Keywords: training ; competition ; game playing ; reliability
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract This paper demonstrates how the nature of the opposition during training affects learning to play two-person, perfect information board games. It considers different kinds of competitive training, the impact of trainer error, appropriate metrics for post-training performance measurement, and the ways those metrics can be applied. The results suggest that teaching a program by leading it repeatedly through the same restricted paths, albeit high quality ones, is overly narrow preparation for the variations that appear in real-world experience. The results also demonstrate that variety introduced into training by random choice is unreliable preparation, and that a program that directs its own training may overlook important situations. The results argue for a broad variety of training experience with play at many levels. This variety may either be inherent in the game or introduced deliberately into the training. Lesson and practice training, a blend of expert guidance and knowledge-based, self-directed elaboration, is shown to be particularly effective for learning during competition.
    Type of Medium: Electronic Resource
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  • 4
    Electronic Resource
    Electronic Resource
    Springer
    Machine learning 15 (1994), S. 251-277 
    ISSN: 0885-6125
    Keywords: training ; competition ; game playing ; reliability
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract This paper demonstrates how the nature of the opposition during training affects learning to play two-person, perfect information board games. It considers different kinds of competitive training, the impact of trainer error, appropriate metrics for post-training performance measurement, and the ways those metrics can be applied. The results suggest that teaching a program by leading it repeatedly through the same restricted paths, albeit high quality ones, is overly narrow preparation for the variations that appear in real-world experience. The results also demonstrate that variety introduced into training by random choice is unreliable preparation, and that a program that directs its own training may overlook important situations. The results argue for a broad variety of training experience with play at many levels. This variety may either be inherent in the game or introduced deliberately into the training. Lesson and practice training, a blend of expert guidance and knowledge-based, self-directed elaboration, is shown to be particularly effective for learning during competition.
    Type of Medium: Electronic Resource
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  • 5
    Electronic Resource
    Electronic Resource
    Springer
    Theoretical and applied genetics 92 (1996), S. 448-454 
    ISSN: 1432-2242
    Keywords: Key words  Wheat ; Salt tolerance ; Homoeologous recombination ; QTL ; RFLP ; Genetic marker
    Source: Springer Online Journal Archives 1860-2000
    Topics: Biology
    Notes: Abstract   In saline environments, bread wheat, Triticum aestivum L. (genomes AABBDD), accumulates less Na+ and more K+ in expanding and young leaves than durum wheat, T. turgidum L. (genomes AABB). Higher K+/Na+ ratios in leaves of bread wheat correlate with its higher salt tolerance. Chromosome 4D from bread wheat was shown in previous work to play an important role in the control of this trait and was recombined with chromosome 4B in the absence of the Ph1 locus. A population of plants disomic for 4D/4B recombined chromosomes in the genetic background of T. turgidum was developed to investigate the genetic control of K+/Na+ discrimination by chromosome 4D. Evidence was obtained that the trait is controlled by a single locus, designated Kna1, in the long arm of chromosome 4D. In the present work, K+/Na+ discrimination was determined for additional families with 4D/4B chromosomes. The concentrations of Na+ and K+/Na+ ratios in the youngest leaf blades clustered in two nonoverlapping classes, and all recombinant families could be unequivocally assigned to Kna1 and kna1 classes. The Kna1 locus scored this way was mapped on a short region in the 4DL arm and was completely linked to Xwg199, Xabc305, Xbcd402, Xpsr567, and Xpsr375; it was also mapped as a quantitative trait. The results of the QTL analysis, based on the K+/Na+ ratios in the young leaves of greenhouse-grown plants and flag leaves of field-grown plants, agreed with the position of Kna1 determined as a qualitative trait. Several aspects of gene introgression by manipulation of the Ph1 locus are discussed.
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  • 6
    Electronic Resource
    Electronic Resource
    Springer
    Theoretical and applied genetics 92 (1996), S. 448-454 
    ISSN: 1432-2242
    Keywords: Wheat ; Salt tolerance ; Homoeologous recombination ; QTL ; RFLP ; Genetic marker
    Source: Springer Online Journal Archives 1860-2000
    Topics: Biology
    Notes: Abstract In saline environments, bread wheat, Triticum aestivum L. (genomes AABBDD), accumulates less Na+ and more K+ in expanding and young leaves than durum wheat, T. turgidum L. (genomes AABB). Higher K+/Na+ ratios in leaves of bread wheat correlate with its higher salt tolerance. Chromosome 4D from bread wheat was shown in previous work to play an important role in the control of this trait and was recombined with chromosome 4B in the absence of the Ph1 locus. A population of plants disomic for 4D/4B recombined chromosomes in the genetic background of T. turgidum was developed to investigate the genetic control of K+/Na+ discrimination by chromosome 4D. Evidence was obtained that the trait is controlled by a single locus, designated Kna1, in the long arm of chromosome 4D. In the present work, K+/Na+ discrimination was determined for additional families with 4D/4B chromosomes. The concentrations of Na+ and K+/Na+ ratios in the youngest leaf blades clustered in two nonoverlapping classes, and all recombinant families could be unequivocally assigned to Kna1 and kna1 classes. The Kna1 locus scored this way was mapped on a short region in the 4DL arm and was completely linked to Xwg199, Xabc305, Xbcd.402, Xpsr567, and Xpsr375; it was also mapped as a quantitative trait. The results of the QTL analysis, based on the K+/Na+ ratios in the young leaves of greenhousegrown plants and flag leaves of field-grown plants, agreed with the position of Knal determined as a qualitative trait. Several aspects of gene introgression by manipulation of the Ph1 locus are discussed.
    Type of Medium: Electronic Resource
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