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Learning Without Human Expertise: A Case Study of the Double Dummy Bridge Problem

机译:没有人类专业知识的学习:双虚拟桥问题的案例研究

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Artificial neural networks, trained only on sample deals, without presentation of any human knowledge or even rules of the game, are used to estimate the number of tricks to be taken by one pair of bridge players in the so-called double dummy bridge problem (DDBP). Four representations of a deal in the input layer were tested leading to significant differences in achieved results. In order to test networks'' abilities to extract knowledge from sample deals, experiments with additional inputs representing estimators of hand''s strength used by humans were also performed. The superior network trained solely on sample deals outperformed all other architectures, including those using explicit human knowledge of the game of bridge. Considering the suit contracts, this network, in a sample of 100 000 testing deals, output a perfect answer in 53.11% of the cases and only in 3.52% of them was mistaken by more than one trick. The respective figures for notrump contracts were equal to 37.80% and 16.36%. The above results were compared with the ones obtained by 24 professional human bridge players—members of The Polish Bridge Union—on test sets of sizes between 27 and 864 deals per player (depending on player''s time availability). In case of suit contracts, the perfect answer was obtained in 53.06% of the testing deals for ten upper-classified players and in 48.66% of them, for the remaining 14 participants of the experiment. For the notrump contracts, the respective figures were equal to 73.68% and 60.78%. Except for checking the ability of neural networks in solving the DDBP, the other goal of this research was to analyze connection weights in trained networks in a quest for weights'' patterns that are explainable by experienced human bridge players. Quite surprisingly, several -n-nsuch patterns were discovered (e.g., preference for groups of honors, drawing special attention to Aces, favoring cards from a trump suit, gradual importance of cards in one suit—from two to the Ace, etc.). Both the numerical figures and weight patterns are stable and repeatable in a sample of neural architectures (differing only by randomly chosen initial weights). In summary, the piece of research described in this paper provides a detailed comparison between various data representations of the DDBP solved by neural networks. On a more general note, this approach can be extended to a certain class of binary classification problems.
机译:人工神经网络仅在样例交易中进行训练,而没有任何人类知识甚至游戏规则的表达,用于估计一对桥梁玩家在所谓的双虚拟桥梁问题中采取的把戏数量( DDBP)。测试了输入层中交易的四种表示形式,从而导致所获得的结果存在显着差异。为了测试网络从样本交易中提取知识的能力,还进行了带有附加输入的实验,这些输入代表了人类使用的手部力量的估计量。专门针对样本交易进行训练的高级网络优于所有其他架构,包括那些使用明确的过桥游戏知识的架构。考虑到诉讼合同,该网络在100 000个测试交易的样本中,在53.11%的案例中输出了完美的答案,只有3.52%的案例被一个以上的技巧弄错了。一次性合同的相应数字分别为37.80%和16.36%。将以上结果与24名职业过桥玩家(波兰桥联盟的成员)获得的结果进行了比较,得出的结果是每位玩家交易量介于27到864笔交易之间的测试集(取决于玩家的时间可用性)。如果是诉讼合同,则在十名较高级别球员的测试交易中,有53.06%的人获得了完美答案,在其余14名参与者中,有48.66%的人获得了最佳答案。对于即兴合约,相应数字分别为73.68%和60.78%。除了检查神经网络解决DDBP的能力外,本研究的另一个目标是分析训练有素的网络中的连接权重,以寻求权重模式,这是有经验的人类桥梁参与者可以解释的。非常令人惊讶的是,发现了几种-n-n这样的模式(例如,对荣誉集团的偏爱,对王牌的特别关注,对王牌衣服的青睐,在一套衣服中的牌逐渐重要性-从两张到王牌等等)。 。数字图和权重图样在神经体系结构样本中都是稳定且可重复的(仅与随机选择的初始权重不同)。总而言之,本文描述的研究提供了通过神经网络解决的DDBP的各种数据表示之间的详细比较。总的来说,这种方法可以扩展到特定类别的二进制分类问题。

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