Browsing by Author "Lee, Chang-Shing"
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Item type:Item, Human vs. Computer Go: Review and Prospect(2016-08) ;Lee, Chang-Shing ;Wang, Mei-Hui ;Yen, Shi-Jim ;Wei, Ting-HanWu, I-ChenThe Google DeepMind challenge match in March 2016 was a historic achievement for computer Go development. This article discusses the development of computational intelligence (CI) and its relative strength in comparison with human intelligence for the game of Go. We first summarize the milestones achieved for computer Go from 1998 to 2016. Then, the computer Go programs that have participated in previous IEEE CIS competitions as well as methods and techniques used in Alpha-Go are briefly introduced. Commentaries from three high-level professional Go players on the five AlphaGo versus Lee Sedol games are also included. We conclude that AlphaGo beating Lee Sedol is a huge achievement in artificial intelligence (AI) based largely on CI methods. In the future, powerful computer Go programs such as AlphaGo are expected to be instrumental in promoting Go education and AI real-world applications.Item type:Item, Intelligent agent for real-world applications on robotic edutainment and humanized co-learning(2020-08-01) ;Lee, Chang-Shing ;Wang, Mei-Hui ;Tsai, Yi-Lin ;Ko, Li-WeiTsai, Bo-YuDynamic assessment with an intelligent agent can differentiate the capabilities and proficiency of students. It can therefore be advocated as an interactive approach to conduct assessments on students in learning systems. Facebook AI Research proposed ELF OpenGo, an open-source reimplementation of the AlphaZero algorithm. They also developed Darkforest, which displays the competence and skills of high-level amateur Go players. To enable these open-source AI bots to assist humans at different levels in learning Go, this paper proposes an intelligent agent for real-world applications in robotic edutainment and humanized co-learning. To achieve this, we successfully constructed an OpenGo Darkforest (OGD) cloud platform using these AI bots and further combined the brain computer interface with the OGD cloud platform to observe the relationship between the brainwaves and win rates of human Go players. The intelligent agent also converted human brainwaves into physiological indices and reflected these in the robot to express human feelings or emotions in real-time. For future educational applications, this paper also presents intelligent robot teachers learning together with students in Taiwan and Japan. More than 200 students have been co-learning with intelligent robot teachers in Tainan, Kaohsiung, Taipei, and Tokyo from 2018 to 2019. The learning performance and feedback from students and teachers has been extremely positive, especially from remedial students.Item type:Item, JOB-LEVEL ALGORITHMS FOR CONNECT6 OPENING BOOK CONSTRUCTION(2015-09-01) ;Wei, Ting Han ;Wu, I-Chen ;Liang, Chao-Chin ;Chiang, Bing-TsungTseng, Wen-JieThis article investigates the use of job-level (JL) algorithms for Connect6 opening book construction. In the past, JL proof-number search (JL-PNS) was successfully used to solve Connect6 positions. Using JL-PNS, many opening plays that lead to losses can be eliminated from consideration during the opening game. However, it is unclear how the information of unsolved positions can be exploited for opening book construction. For this issue, the current article first proposes four heuristic metrics when using JL-PNS to estimate move quality. The article then proposes a JL upper confidence tree (JL-UCT) algorithm and three heuristic metrics that work with JL-UCT. Of the three, the best way to estimate move quality for JL-UCT is the number of nodes in each candidate move's subtree. In order to compare the heuristic metrics among the two algorithms objectively, we proposed two kinds of measurement methods to analyze the suitability of these metrics when choosing best moves for a set of benchmark positions. Experimental results show that the node count heuristic metric for JL-UCT outperforms all other heuristic metrics, including the four for JL-PNS. We then verify the results by constructing three separate opening books using the top three performing heuristic metrics. Competitive play also shows that the node count heuristic metric for JL-UCT is most suitable among the currently proposed heuristic metrics for Connect6 opening book construction.Item type:Item, Job-Level Algorithms for Connect6 Opening Position Analysis(2014-01-01) ;Wei, Ting-Han ;Wu, I-Chen ;Liang, Chao-Chin ;Chiang, Bing-TsungTseng, Wen-JieThis paper investigates job-level (JL) algorithms to analyze opening positions for Connect6. The opening position analysis is intended for opening book construction, which is not covered by this paper. In the past, JL proof-number search (JL-PNS) was successfully used to solve Connect6 positions. Using JL-PNS, many opening plays that lead to losses can be eliminated from consideration during the opening game. However, it is unclear how the information of unsolved positions can be exploited for opening book construction. For this issue, this paper first proposes four heuristic metrics when using JL-PNS to estimate move quality. This paper then proposes a JL upper confidence tree (JL-UCT) algorithm and some heuristic metrics, one of which is the number of nodes in each candidate move\'s subtree. In order to compare these metrics objectively, we proposed two kinds of measurement methods to analyze the suitability of these metrics when choosing best moves for a set of benchmark positions. The results show that for both metrics this node count heuristic metric for JL-UCT outperforms all the others, including the four for JL-PNS.