CMPUT 455
Search, Knowledge and Simulation
Fall 2021 · Search, Knowledge, and Simulations
Topics
- Decision-making in humans and machines
- Heuristic search
- Game-tree search and pruning
- Monte Carlo simulation and tree search
- Feature learning
- Neural networks
- Computer Go
- Reinforcement learning and self-play
Readings
- Krakovsky. Reinforcement Renaissance.
- Heingartner. Maybe We Should Leave That Up to the Computer.
- O’Neil. How Algorithms Rule Our Working Lives.
- Greenemeyer. 20 Years After Deep Blue. Scientific American, 2017 (author spelling as listed).
- Schaeffer et al. Checkers Is Solved. Science, 2007.
- Van der Werf et al. Solving Go on Small Boards.
- Rémi Coulom. Computing Elo Ratings of Move Patterns in the Game of Go. Computer Games Workshop, Amsterdam, 2007.
- Browne et al. A Survey of Monte Carlo Tree Search Methods; sections 1–3, 5 and 6.1.9.
- Pedro Domingos. A Few Useful Things to Know about Machine Learning. Communications of the ACM 55(10), October 2012, pp. 78–87.
- Maddison, Huang, Sutskever and Silver. Move Evaluation in Go Using Deep Convolutional Neural Networks. CoRR abs/1412.6564.
- Clark and Storkey. Training Deep Convolutional Neural Networks to Play Go. ICML, 2015.
- Silver, Huang et al. Mastering the Game of Go with Deep Neural Networks and Tree Search. Nature 529, 484–489, 28 January 2016.
- Silver, Schrittwieser et al. Mastering the Game of Go without Human Knowledge. Nature 550, 354–359.
- Silver, Hubert et al. A General Reinforcement Learning Algorithm that Masters Chess, Shogi, and Go through Self-Play.
Sources
- Course catalogue ↗2026–2027
- Search, Knowledge, and Simulations ↗2021
- Course source ↗
- Course source ↗
- Readings and due dates are publicly named; copies of the papers are distributed through eClass. Bibliographic details are limited to those printed on the public activities page.