Blondie24
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Blondie24 is an
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech re ...
checkers Checkers (American English), also known as draughts (; British English), is a group of strategy board games for two players which involve diagonal moves of uniform game pieces and mandatory captures by jumping over opponent pieces. Checkers ...
-playing computer program named after the screen name used by a team led by David B. Fogel. The purpose was to determine the effectiveness of an
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech re ...
checkers Checkers (American English), also known as draughts (; British English), is a group of strategy board games for two players which involve diagonal moves of uniform game pieces and mandatory captures by jumping over opponent pieces. Checkers ...
-playing computer program. The screen name was used on The Zone, an internet boardgaming site in 1999. During this time, Blondie24 played against some 165 human opponents and was shown to achieve a rating of 2048, or better than 99.61% of the playing population of that web site. The design of Blondie24 is based on a
minimax Minimax (sometimes MinMax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, game theory, statistics, and philosophy for ''mini''mizing the possible loss for a worst case (''max''imum loss) scenario. When de ...
algorithm of the checkers game tree in which the evaluation function is a deep learning convolutional
artificial neural network Artificial neural networks (ANNs), usually simply called neural networks (NNs) or neural nets, are computing systems inspired by the biological neural networks that constitute animal brains. An ANN is based on a collection of connected unit ...
. The neural net receives as input a vector representation of the checkerboard positions and returns a single value which is passed on to the minimax algorithm. The weights of the neural network were obtained by an
evolutionary algorithm In computational intelligence (CI), an evolutionary algorithm (EA) is a subset of evolutionary computation, a generic population-based metaheuristic optimization algorithm. An EA uses mechanisms inspired by biological evolution, such as reproduc ...
(an approach now called neuroevolution). In this case, a population of Blondie24-like programs played each other in checkers, and those were eliminated that performed relatively poorly. Performance was measured by a points system: Each program earned one point for a win, none for a draw, and two points were subtracted for a loss. Points were earned for each neural network after a multiple of games; the neural networks did not know which individual games were won, lost, or drawn. After the poor programs were eliminated, the process was repeated with a new population derived from the winners. In this way, the result was an evolutionary process that selected programs that played better checkers games. The significance of the Blondie24 program is that its ability to play checkers did not rely on any human expertise of the game. Rather, it came solely from the total points earned by each player and the evolutionary process itself. David Fogel, along with his colleague Kumar Chellapilla, documented their experiment in several publications. Fogel also authored a book on the development of Blondie24, and the experiences he and his team had while running Blondie24 in on-line checkers games, and eventually in obtaining a victory against a dumbed-down version of Chinook.


References


Further reading

* * * * {{cite book , title = Blondie24: Playing at the Edge of AI , last = Fogel , first = David B. , authorlink = David B. Fogel , year = 2002 , publisher =
Morgan Kaufmann Publishers Morgan Kaufmann Publishers is a Burlington, Massachusetts (San Francisco, California until 2008) based publisher specializing in computer science and engineering content. Since 1984, Morgan Kaufmann has published content on information technolog ...
, location = San Francisco, CA. , isbn = 1-55860-783-8


See also

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Genetic Programming In artificial intelligence, genetic programming (GP) is a technique of evolving programs, starting from a population of unfit (usually random) programs, fit for a particular task by applying operations analogous to natural genetic processes to t ...
Game artificial intelligence Computer draughts players