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The Basement
Watson
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<blockquote data-quote="Ryan Lantzy" data-source="post: 19443" data-attributes="member: 7"><p>Re: Watson</p><p></p><p></p><p></p><p>I've only done some simple game programming in games similar to chess, but typically these types of problems are handled using recurrsion and doing exactly what you suggest is fairly tedious... exploring all the possible combinations. Depending on the the size of the problem, optimizations can be made in the depth of the exploration, 4 moves ahead, 5 moves ahead, etc. At the end of each branch in the tree of possibilities, the result is scored. A simple example would be, who has more peices on the board at the end of the move. The computer can then sum up the scores of each move down the branch and pick the route with the highest end score.</p><p> </p><p>Weighting of the branches can be done as well. Maybe a branch has a one leaf with a really high score, but al the leaves near by are terribly low. The probability of hitting that leaf might be low, so the branch is "pruned." Other methods of pruning branches before they even are evaluated are useful and this is where, as you suggest, some knoweldge about "how human players actually think" might come in handy.</p><p> </p><p>While the formal parts of the game of Jeopardy use a subset of speech, answer and question, this may or may not reduce it's complexity.</p></blockquote><p></p>
[QUOTE="Ryan Lantzy, post: 19443, member: 7"] Re: Watson I've only done some simple game programming in games similar to chess, but typically these types of problems are handled using recurrsion and doing exactly what you suggest is fairly tedious... exploring all the possible combinations. Depending on the the size of the problem, optimizations can be made in the depth of the exploration, 4 moves ahead, 5 moves ahead, etc. At the end of each branch in the tree of possibilities, the result is scored. A simple example would be, who has more peices on the board at the end of the move. The computer can then sum up the scores of each move down the branch and pick the route with the highest end score. Weighting of the branches can be done as well. Maybe a branch has a one leaf with a really high score, but al the leaves near by are terribly low. The probability of hitting that leaf might be low, so the branch is "pruned." Other methods of pruning branches before they even are evaluated are useful and this is where, as you suggest, some knoweldge about "how human players actually think" might come in handy. While the formal parts of the game of Jeopardy use a subset of speech, answer and question, this may or may not reduce it's complexity. [/QUOTE]
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