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Transfer Learning by Inductive Logic Programming

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Advances in Computer Games (ACG 2015)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 9525))

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Abstract

In this paper, we propose a Transfer Learning method by Inductive Logic Programing for games. We generate general knowledge from a game, and specify the knowledge so that it is applicable in another game. This is called Transfer Learning. We show the working of Transfer Learning by taking knowledge from Tic-tac-toe and transfer it to Connect4 and Connect5. For Connect4 the number of Heuristic functions we developed is 30; for Connect5 it is 20.

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Notes

  1. 1.

    For brevity, we use ‘he’ and ‘his’, whenever ‘he or she’ and ‘his or her’ are meant.

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Acknowledgments

We would like to express great thanks to Aske Plaat for his advice to this research, and Siegfried Nijssen for his advice on Inductive Logic Programming.

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Correspondence to Yuichiro Sato .

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Sato, Y., Iida, H., van den Herik, H.J. (2015). Transfer Learning by Inductive Logic Programming. In: Plaat, A., van den Herik, J., Kosters, W. (eds) Advances in Computer Games. ACG 2015. Lecture Notes in Computer Science(), vol 9525. Springer, Cham. https://doi.org/10.1007/978-3-319-27992-3_20

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  • DOI: https://doi.org/10.1007/978-3-319-27992-3_20

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-27991-6

  • Online ISBN: 978-3-319-27992-3

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