Learning Belief Distributions for Game Moves
    1.
    发明申请
    Learning Belief Distributions for Game Moves 失效
    学习游戏移动的信念分布

    公开(公告)号:US20080004096A1

    公开(公告)日:2008-01-03

    申请号:US11421913

    申请日:2006-06-02

    IPC分类号: A63F9/24

    CPC分类号: A63F3/022 A63F3/04 G09B19/22

    摘要: We describe an apparatus for learning to predict moves in games such as chess, Go and the like, from historical game records. We obtain a probability distribution over legal moves in a given board configuration. This enables us to provide an automated game playing system, a training tool for players and a move selector/sorter for input to a game tree search system. We use a pattern extraction system to select patterns from historical game records. Our learning algorithm learns a distribution over the values of a move given a board position based on local pattern context. In another embodiment we use an Independent Bernoulli model whereby we assume each moved is played independently of other available moves.

    摘要翻译: 我们描述一种从历史游戏记录中学习来预测诸如象棋,Go等游戏中的移动的装置。 在给定的电路板配置中,我们获得了合法移动的概率分布。 这使我们能够提供一种自动游戏系统,用于玩家的训练工具和用于输入到游戏树搜索系统的移动选择器/分选器。 我们使用模式提取系统从历史游戏记录中选择模式。 我们的学习算法基于局部模式上下文学习一个给定一个董事会职位的动作值的分布。 在另一个实施例中,我们使用独立的伯努利模型,由此我们假设每个移动都是独立于其他可用移动进行的。

    Seeding in a skill scoring framework
    2.
    发明授权
    Seeding in a skill scoring framework 有权
    种子在一个技能评分框架

    公开(公告)号:US08175726B2

    公开(公告)日:2012-05-08

    申请号:US11540195

    申请日:2006-09-29

    IPC分类号: G06F19/00

    CPC分类号: A63F11/0051

    摘要: Skill scores represent a ranking or other indication of the skill of the player based on the outcome of the game in a gaming environment. Skills scores can be used in matching compatible players on the same team and matching opposing players or teams to obtain an evenly-matched competition. An initial skill score of a player in a new gaming environment may be based in whole or in part on the skill score of that player in another game environment. The influence that the skill scores for these other game environments may have in the skill score seeding for the new game environment may be weighted based on a defined compatibility factor with the new game environment. The compatibility factor can be determined based on a game-to-game basis, compatible categories or features, game developer defined parameters, or any combination of considerations.

    摘要翻译: 技能分数表示基于游戏环境中的游戏结果的玩家的技能的排名或其他指示。 技能分数可用于匹配同一队伍中的兼容玩家,并匹配对手的球员或球队获得均匀匹配的比赛。 新游戏环境中的玩家的初始技能得分可以全部或部分地基于该玩家在另一游戏环境中的技能得分。 可以基于与新的游戏环境的定义的兼容性因素来加权这些其他游戏环境的技能得分对于新游戏环境的技能得分的影响。 兼容性因素可以基于游戏到游戏的基础,兼容的类别或特征,游戏开发者定义的参数或任何考虑的组合来确定。

    Seeding in a skill scoring framework
    3.
    发明授权
    Seeding in a skill scoring framework 有权
    种子在一个技能评分框架

    公开(公告)号:US08583266B2

    公开(公告)日:2013-11-12

    申请号:US13412509

    申请日:2012-03-05

    IPC分类号: A63F9/24

    CPC分类号: A63F11/0051

    摘要: Skill scores represent a ranking or other indication of the skill of the player based on the outcome of the game in a gaming environment. Skills scores can be used in matching compatible players on the same team and matching opposing players or teams to obtain an evenly-matched competition. An initial skill score of a player in a new gaming environment may be based in whole or in part on the skill score of that player in another game environment. The influence that the skill scores for these other game environments may have in the skill score seeding for the new game environment may be weighted based on a defined compatibility factor with the new game environment. The compatibility factor can be determined based on a game-to-game basis, compatible categories or features, game developer defined parameters, or any combination of considerations.

    摘要翻译: 技能分数表示基于游戏环境中的游戏结果的玩家的技能的排名或其他指示。 技能分数可用于匹配同一队伍中的兼容玩家,并匹配对手的球员或球队获得均匀匹配的比赛。 新游戏环境中的玩家的初始技能得分可以全部或部分地基于该玩家在另一游戏环境中的技能得分。 可以基于与新的游戏环境的定义的兼容性因素来加权这些其他游戏环境的技能得分对于新游戏环境的技能得分的影响。 兼容性因素可以基于游戏到游戏的基础,兼容的类别或特征,游戏开发者定义的参数或任何考虑的组合来确定。

    Scoring system for games
    4.
    发明授权
    Scoring system for games 有权
    游戏评分系统

    公开(公告)号:US07713117B2

    公开(公告)日:2010-05-11

    申请号:US11532452

    申请日:2006-09-15

    IPC分类号: A63F9/24

    CPC分类号: A63F3/022 A63F3/04 G09B19/22

    摘要: Scoring a board configuration for a territory board game is often not straightforward and yet there is a desire to determine such scores quickly and accurately. For example, in the game of GO, determining the score at the end of the game involves assessing whether stones on the board are alive or dead which is a difficult judgment. Given a board configuration, the game is played by a scoring system to obtain a terminal board configuration. This is repeated to obtain a plurality of terminal board configurations from which an assessment can be made as to how likely each board position is to be won by a particular player at the end of the game. The scoring system obtains the terminal board configurations by playing random moves or by making a biased sampling of moves. The biased sampling is made using an evaluation function or in any suitable way. In the game of GO, seki positions are quickly and easily identified. An automated game playing system uses the output of the scoring system to assess when to offer to end a game. The output of the scoring system can also be used to provide hints to players during a game.

    摘要翻译: 为领土板游戏评分板块配置通常并不简单,但是希望快速,准确地确定这些分数。 例如,在GO游戏中,确定游戏结束时的分数包括评估板上的石头是活着还是死亡,这是一个困难的判断。 给定一个电路板配置,该游戏由得分系统进行,以获得一个终端板配置。 这是重复的,以获得多个终端板配置,从该终端板配置可以评估在游戏结束时由特定玩家赢得每个板位置的可能性。 评分系统通过播放随机动作或通过偏移采样来获得终端板配置。 使用评估函数或以任何合适的方式进行偏置采样。 在GO的游戏中,seki的位置很容易被识别。 自动游戏系统使用评分系统的输出来评估何时提供结束游戏。 评分系统的输出也可用于在游戏过程中向玩家提供提示。