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Automated Identification of Patterns in Evaluation Functions
[chapter]
2004
Advances in Computer Games
This pa per proposes a general and automated method that generates accurate evaluation functions, without expert players' knowledge of a target game. Patterns (which are partial descriptions of a game state) are widely used as primitives of evaluation functions in game programming. They ha veto be carefully selected in order to generate accurate evaluation functions. Our approach consists of three steps: (1) generation of logic formulae by using the specifications of a target game, (2)
doi:10.1007/978-0-387-35706-5_18
fatcat:guorrfw3orfgdo3vikxbeys354