Cited by 42Artificial Intelligence in GamesAI-based Problem Solving and PlanningArtificial Intelligence Applications

The DOI matches its Crossref record; 34 of the 34 references it cites were found in a registry or an index.

A STRATEGIC METAGAME PLAYER FOR GENERAL CHESS‐LIKE GAMES

Pell, Barney·1996·Computational Intelligence

Abstract

This paper introduces METAGAMER, the first program designed within the paradigm of Metagame‐playing (Metagame). This program plays games in the class of symmetric chess‐like games, which includes chess, Chinese chess, checkers, draughts, and Shogi. METAGAMER takes as input the rules of a specific game and analyzes those rules to construct an efficient representation and an evaluation function for that game; they are used by a generic search engine. The strategic analysis performed by METAGAMER relates a set of general knowledge sources to the details of the particular game. Among other properties, this analysis determines the relative value of the different pieces in a given game. Although METAGAMER does not learn from experience, the values resulting from its analysis are qualitatively similar to values used by experts on known games and are sufficient to produce competitive performance the first time METAGAMER plays a new game. Besides being the first Metagame‐playing program, this is the first program to have derived useful piece values directly from analysis of the rules of different games. This paper describes the knowledge implemented in METAGAMER, illustrates the piece values METAGAMER derives for chess and checkers, and discusses experiments with METAGAMER on both existing and newly generated games.

Overview

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Crossref · 10.1111/j.1467-8640.1996.tb00258.x

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Research works printed but not linked: 14

  1. Baum E. B., 1993, Best play for imperfect players and game tree search
  2. deGrey A.1985.Towards a versatile self‐learning board game program. Final project Tripos in Computer Science University of Cambridge.
  3. Epstein S., 1989, Heuristic programming in artificial intelligence–the first computer olympiad
  4. 10.1007/BF00993346 · DOI
  5. Findler N. V., 1983, Computer game‐playing
  6. Gambäck B., 1991, Heuristic programming in artificial intelligence 2–the second computer olympiad
  7. Good I. J., 1968, Machine intelligence 2, 89
  8. Hunvald H., 1972, Chess: Quotations from the masters
  9. Levinson R. A., 1993, Distance: towards the unification of chess knowledge, International Computer Chess Association Journal, 16, 123
  10. Pell B., 1992, Heuristic programming in artificial intelligence 3–the third computer olympiad
  11. Pell B.1993a.Logic programming for general game playing.InProceedings of ML93 Workshop on Knowledge Compilation and Speedup Learning. Machine Learning Conference Amherst MA. Also appears as University of Cambridge Computer Laboratory Technical Report No. 302.
  12. Russell S., 1992, Do the right thing
  13. Schaeffer J., 1991, Heuristic programming in artificial intelligence 2–the second computer olympiad
  14. Schraudolph N. N., 1994, Advances in Neural Information Processing 6

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Metadata

Authors
Pell, B.
Affiliations
Ames Research Center (US)
Corresponding author
Pell, Barney
Venue
Computational Intelligence
Publisher
Wiley
Published
1996-02
Volume
12
Issue
1
Pages
177-198
ISSN
  • 0824-7935 (ISSN-L)
  • 1467-8640
OpenAlex
W2079303600
Cited by
42
References
34
Citations by year
2025: 1 · 2023: 3 · 2021: 3 · 2020: 1 · 2019: 2 · 2018: 1 · 2016: 2 · 2015: 1 · 2014: 2 · 2013: 1 · 2012: 2
FWCI
1.91
Type
journal article
Language
en
Open access
closed
Locations
Computational Intelligence (publishedVersion)
Funders
University of Cambridge
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Physical Sciences › Computer Science › Artificial Intelligence › AI-based Problem Solving and Planning
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence Applications
Keywords
symmetric games, chess, checkers, draught, Chinese chess, shogi

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