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Keywords = Gomoku

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15 pages, 16188 KB  
Article
Enhanced DQN Framework for Selecting Actions and Updating Replay Memory Considering Massive Non-Executable Actions
by Bonwoo Gu and Yunsick Sung
Appl. Sci. 2021, 11(23), 11162; https://doi.org/10.3390/app112311162 - 24 Nov 2021
Cited by 6 | Viewed by 4124
Abstract
A Deep-Q-Network (DQN) controls a virtual agent as the level of a player using only screenshots as inputs. Replay memory selects a limited number of experience replays according to an arbitrary batch size and updates them using the associated Q-function. Hence, relatively fewer [...] Read more.
A Deep-Q-Network (DQN) controls a virtual agent as the level of a player using only screenshots as inputs. Replay memory selects a limited number of experience replays according to an arbitrary batch size and updates them using the associated Q-function. Hence, relatively fewer experience replays of different states are utilized when the number of states is fixed and the state of the randomly selected transitions becomes identical or similar. The DQN may not be applicable in some environments where it is necessary to perform the learning process using more experience replays than is required by the limited batch size. In addition, because it is unknown whether each action can be executed, a problem of an increasing amount of repetitive learning occurs as more non-executable actions are selected. In this study, an enhanced DQN framework is proposed to resolve the batch size problem and reduce the learning time of a DQN in an environment with numerous non-executable actions. In the proposed framework, non-executable actions are filtered to reduce the number of selectable actions to identify the optimal action for the current state. The proposed method was validated in Gomoku, a strategy board game, in which the application of a traditional DQN would be difficult. Full article
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18 pages, 17513 KB  
Article
The MindGomoku: An Online P300 BCI Game Based on Bayesian Deep Learning
by Man Li, Feng Li, Jiahui Pan, Dengyong Zhang, Suna Zhao, Jingcong Li and Fei Wang
Sensors 2021, 21(5), 1613; https://doi.org/10.3390/s21051613 - 25 Feb 2021
Cited by 39 | Viewed by 5791
Abstract
In addition to helping develop products that aid the disabled, brain–computer interface (BCI) technology can also become a modality of entertainment for all people. However, most BCI games cannot be widely promoted due to the poor control performance or because they easily cause [...] Read more.
In addition to helping develop products that aid the disabled, brain–computer interface (BCI) technology can also become a modality of entertainment for all people. However, most BCI games cannot be widely promoted due to the poor control performance or because they easily cause fatigue. In this paper, we propose a P300 brain–computer-interface game (MindGomoku) to explore a feasible and natural way to play games by using electroencephalogram (EEG) signals in a practical environment. The novelty of this research is reflected in integrating the characteristics of game rules and the BCI system when designing BCI games and paradigms. Moreover, a simplified Bayesian convolutional neural network (SBCNN) algorithm is introduced to achieve high accuracy on limited training samples. To prove the reliability of the proposed algorithm and system control, 10 subjects were selected to participate in two online control experiments. The experimental results showed that all subjects successfully completed the game control with an average accuracy of 90.7% and played the MindGomoku an average of more than 11 min. These findings fully demonstrate the stability and effectiveness of the proposed system. This BCI system not only provides a form of entertainment for users, particularly the disabled, but also provides more possibilities for games. Full article
(This article belongs to the Special Issue Brain–Computer Interfaces: Advances and Challenges)
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15 pages, 6788 KB  
Article
Enhanced Reinforcement Learning Method Combining One-Hot Encoding-Based Vectors for CNN-Based Alternative High-Level Decisions
by Bonwoo Gu and Yunsick Sung
Appl. Sci. 2021, 11(3), 1291; https://doi.org/10.3390/app11031291 - 1 Feb 2021
Cited by 33 | Viewed by 6093
Abstract
Gomoku is a two-player board game that originated in ancient China. There are various cases of developing Gomoku using artificial intelligence, such as a genetic algorithm and a tree search algorithm. Alpha-Gomoku, Gomoku AI built with Alpha-Go’s algorithm, defines all possible situations in [...] Read more.
Gomoku is a two-player board game that originated in ancient China. There are various cases of developing Gomoku using artificial intelligence, such as a genetic algorithm and a tree search algorithm. Alpha-Gomoku, Gomoku AI built with Alpha-Go’s algorithm, defines all possible situations in the Gomoku board using Monte-Carlo tree search (MCTS), and minimizes the probability of learning other correct answers in the duplicated Gomoku board situation. However, in the tree search algorithm, the accuracy drops, because the classification criteria are manually set. In this paper, we propose an improved reinforcement learning-based high-level decision approach using convolutional neural networks (CNN). The proposed algorithm expresses each state as One-Hot Encoding based vectors and determines the state of the Gomoku board by combining the similar state of One-Hot Encoding based vectors. Thus, in a case where a stone that is determined by CNN has already been placed or cannot be placed, we suggest a method for selecting an alternative. We verify the proposed method of Gomoku AI in GuPyEngine, a Python-based 3D simulation platform. Full article
(This article belongs to the Special Issue Advanced Intelligent Imaging Technology Ⅱ)
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