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  • game playing  (4)
  • Hymenoptera  (2)
  • Springer  (6)
  • American Geophysical Union (AGU)
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  • Springer  (6)
  • American Geophysical Union (AGU)
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  • 1
    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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  • 2
    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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  • 3
    Electronic Resource
    Electronic Resource
    Springer
    Journal of chemical ecology 16 (1990), S. 1791-1816 
    ISSN: 1573-1561
    Keywords: Ant ; ant garden ; Hymenoptera ; Formicidae ; Camponotus ; chemical mimicry ; citronellol ; convergent evolution ; epiphyte ; mellein ; methyl 6-methylsalicylate ; Perú ; seed dispersal ; symbiosis ; tropical forest
    Source: Springer Online Journal Archives 1860-2000
    Topics: Biology , Chemistry and Pharmacology
    Notes: Abstract In ant gardens of lowland Amazonia, parabiotic ant speciesCamponotus femoratus andCrematogaster cf.limata parabiotica cultivate a taxonomically diverse group of epiphytic plants, whose establishment is restricted to arboreal carton ant nests. Epiphyte seeds are collected by workers ofCa. femoratus, the larger of the two ants, and stored unharmed in brood chambers where they subsequently germinate. Although seeds of some ant-garden epiphytes bear nutritional rewards, previous studies have shown that these rewards are not sufficient to explain the pattern of ant attraction to seeds. Five aromatic compounds occur frequently in and on the seeds of most ant-garden epiphytes and may be chemical cues by which ants recognize propagules of their symbiotic plants. The most widely distributed of these is methyl 6-methylsalicylate [6-MMS]1, previously reported as a major mandibular gland product in relatedCamponotus species and present in trace quantities inCa. femoratus males. (−)-Citronellol6 (previously unreported inCamponotus) was the principal volatile constituent in extracts of male heads, and (−)-mellein7 was present in small quantities. Discovery of 6-MMS inside the mandibular glands of maleCa. femoratus (and its presence in analogous glands of related ants) offers preliminary support for Ule's (1906) hypothesis that seeds attract ants by mimicking ant brood. In addition, the likely fungistatic activity of seed compounds suggests that they could retard microbial pathogens of ants and plants in the organic detritus of nest gardens. While the presence of identical seed compounds in so many unrelated plant lineages might represent a remarkable case of convergent evolution, other interpretations are possible.
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  • 4
    Electronic Resource
    Electronic Resource
    Springer
    Journal of chemical ecology 16 (1990), S. 2993-3013 
    ISSN: 1573-1561
    Keywords: Ant ; ant-garden ; benzothiazole ; Camponotus ; Hymenoptera ; Formicidae ; chemical mimicry ; epiphyte ; 2-hydroxy-3-methoxybenzene-methanol ; 1-(2-hydroxy-4-methoxyphenyl)ethanone ; 2-hydroxy-6-methyl-benzoic acid ; methyl ester ; 1-(2-hydroxy-6-methylphenyl)ethanone ; 1-(2,4-dihydroxyphenyl)ethanone ; limonene ; 6-methyl-methylsalicylate ; 6-MMS ; seed dispersal ; symbiosis ; tropical forests ; vanillin
    Source: Springer Online Journal Archives 1860-2000
    Topics: Biology , Chemistry and Pharmacology
    Notes: Abstract A number of volatile compounds occur on the seeds of taxonomically unrelated ant-garden epiphytes in western Amazonia. In field trials in southeastern Peru, we assayed the responses of ant-garden ants (Camponotus femoratus) to these and structurally similar compounds applied to artificial “seeds” made from zeolite molecular sieves. Benzothiazole,2, present on seeds of eight ant-garden epiphytes, repelled ants over the range of concentrations tested, as did 1-(2-hydroxy-6-methylphenyl)ethanone,3, occurring on seeds of six ant-garden epiphytes. 2-Hydroxy-6-methylbenzoic acid, methyl ester (methyl-6-methylsalicylate, 6-MMS),1, found on seeds of at least nine ant-garden epiphytes, was mildly repellent at high concentration, but stimulated excitement, seed handling, and (rarely) seed carrying at lower concentrations. Vanillin,5, a seed compound of four ant-garden epiphytes, and limonene,6, a monoterpene from seeds of three ant-garden epiphytes, both stimulated excitement, alarm, seed handling, and (rarely) seed carrying. Identified from seeds of seven ant-garden epiphytes, 1-(2,4-dihydroxyphenyl)ethanone,4, elicited little or no response. Among 70 compounds tested (mainly aromatic compounds), those found on seeds of ant-garden epiphytes or having structural features in common with such compounds were the most attractive to the ants. Although not present on epiphyte seeds, 2-hydroxy-3-methoxybenzenemethanol,10, consistently stimulated seed transport to the nest in one year, but did so only rarely in subsequent years. Some of the volatile compounds on seeds of ant-garden epiphytes probably play a role in ant attraction to epiphyte seeds, but evidence remains ambiguous. Finally,Ca. femoratus responded to one test compound [1-(2-hydroxy-4-methoxyphenyl)ethanone,60] (absent from epiphyte seeds) by descending from the vegetation to the ground.
    Type of Medium: Electronic Resource
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  • 5
    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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  • 6
    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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