Intelligent agentIn artificial intelligence, an intelligent agent (IA) is an agent acting in an intelligent manner; It perceives its environment, takes actions autonomously in order to achieve goals, and may improve its performance with learning or acquiring knowledge. An intelligent agent may be simple or complex: A thermostat or other control system is considered an example of an intelligent agent, as is a human being, as is any system that meets the definition, such as a firm, a state, or a biome.
Game treeIn the context of Combinatorial game theory, which typically studies sequential games with perfect information, a game tree is a graph representing all possible game states within such a game. Such games include well-known ones such as chess, checkers, Go, and tic-tac-toe. This can be used to measure the complexity of a game, as it represents all the possible ways a game can pan out. Due to the large game trees of complex games such as chess, algorithms that are designed to play this class of games will use partial game trees, which makes computation feasible on modern computers.
MinimaxMinmax (sometimes Minimax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, game theory, statistics, and philosophy for minimizing the possible loss for a worst case (maximum loss) scenario. When dealing with gains, it is referred to as "maximin" – to maximize the minimum gain. Originally formulated for several-player zero-sum game theory, covering both the cases where players take alternate moves and those where they make simultaneous moves, it has also been extended to more complex games and to general decision-making in the presence of uncertainty.
Multi-agent systemA multi-agent system (MAS or "self-organized system") is a computerized system composed of multiple interacting intelligent agents. Multi-agent systems can solve problems that are difficult or impossible for an individual agent or a monolithic system to solve. Intelligence may include methodic, functional, procedural approaches, algorithmic search or reinforcement learning. Despite considerable overlap, a multi-agent system is not always the same as an agent-based model (ABM).
Computer chessComputer chess includes both hardware (dedicated computers) and software capable of playing chess. Computer chess provides opportunities for players to practice even in the absence of human opponents, and also provides opportunities for analysis, entertainment and training. Computer chess applications that play at the level of a chess master or higher are available on hardware from supercomputers to smart phones. Standalone chess-playing machines are also available.
Combinatorial game theoryCombinatorial game theory is a branch of mathematics and theoretical computer science that typically studies sequential games with perfect information. Study has been largely confined to two-player games that have a position that the players take turns changing in defined ways or moves to achieve a defined winning condition. Combinatorial game theory has not traditionally studied games of chance or those that use imperfect or incomplete information, favoring games that offer perfect information in which the state of the game and the set of available moves is always known by both players.
Game complexityCombinatorial game theory measures game complexity in several ways: State-space complexity (the number of legal game positions from the initial position), Game tree size (total number of possible games), Decision complexity (number of leaf nodes in the smallest decision tree for initial position), Game-tree complexity (number of leaf nodes in the smallest full-width decision tree for initial position), Computational complexity (asymptotic difficulty of a game as it grows arbitrarily large).
Alpha–beta pruningAlpha–beta pruning is a search algorithm that seeks to decrease the number of nodes that are evaluated by the minimax algorithm in its search tree. It is an adversarial search algorithm used commonly for machine playing of two-player combinatorial games (Tic-tac-toe, Chess, Connect 4, etc.). It stops evaluating a move when at least one possibility has been found that proves the move to be worse than a previously examined move. Such moves need not be evaluated further.
Virtual assistantA virtual assistant (VA) is a software agent that can perform a range of tasks or services for a user based on user input such as commands or questions, including verbal ones. Such technologies often incorporate chatbot capabilities to simulate human conversation, such as via online chat, to facilitate interaction with their users. The interaction may be via text, graphical interface, or voice - as some virtual assistants are able to interpret human speech and respond via synthesized voices.
Distributed artificial intelligenceDistributed Artificial Intelligence (DAI) also called Decentralized Artificial Intelligence is a subfield of artificial intelligence research dedicated to the development of distributed solutions for problems. DAI is closely related to and a predecessor of the field of multi-agent systems. Multi-agent systems and distributed problem solving are the two main DAI approaches. There are numerous applications and tools. Distributed Artificial Intelligence (DAI) is an approach to solving complex learning, planning, and decision-making problems.
Go (game)Go is an abstract strategy board game for two players in which the aim is to surround more territory than the opponent. The game was invented in China more than 2,500 years ago and is believed to be the oldest board game continuously played to the present day. A 2016 survey by the International Go Federation's 75 member nations found that there are over 46 million people worldwide who know how to play Go, and over 20 million current players, the majority of whom live in East Asia. The playing pieces are called stones.
Temporal difference learningTemporal difference (TD) learning refers to a class of model-free reinforcement learning methods which learn by bootstrapping from the current estimate of the value function. These methods sample from the environment, like Monte Carlo methods, and perform updates based on current estimates, like dynamic programming methods. While Monte Carlo methods only adjust their estimates once the final outcome is known, TD methods adjust predictions to match later, more accurate, predictions about the future before the final outcome is known.
Q-learningQ-learning is a model-free reinforcement learning algorithm to learn the value of an action in a particular state. It does not require a model of the environment (hence "model-free"), and it can handle problems with stochastic transitions and rewards without requiring adaptations. For any finite Markov decision process (FMDP), Q-learning finds an optimal policy in the sense of maximizing the expected value of the total reward over any and all successive steps, starting from the current state.
Evaluation functionAn evaluation function, also known as a heuristic evaluation function or static evaluation function, is a function used by game-playing computer programs to estimate the value or goodness of a position (usually at a leaf or terminal node) in a game tree. Most of the time, the value is either a real number or a quantized integer, often in nths of the value of a playing piece such as a stone in go or a pawn in chess, where n may be tenths, hundredths or other convenient fraction, but sometimes, the value is an array of three values in the unit interval, representing the win, draw, and loss percentages of the position.
Ambient intelligenceIn computing, ambient intelligence (AmI) refers to electronic environments that are sensitive and responsive to the presence of people. Ambient intelligence is a projection of the future of consumer electronics, telecommunications, and computing, originally developed in the late 1990s by Eli Zelkha and his team at Palo Alto Ventures for the time frame 2010–2020. This concept is intended to enable devices to work in concert with people in carrying out their everyday life activities, tasks, and rituals in an intuitive way by using information and intelligence hidden in the network connecting these devices (for example: The Internet of Things).
Embodied agentIn artificial intelligence, an embodied agent, also sometimes referred to as an interface agent, is an intelligent agent that interacts with the environment through a physical body within that environment. Agents that are represented graphically with a body, for example a human or a cartoon animal, are also called embodied agents, although they have only virtual, not physical, embodiment. A branch of artificial intelligence focuses on empowering such agents to interact autonomously with human beings and the environment.
Robust optimizationRobust optimization is a field of mathematical optimization theory that deals with optimization problems in which a certain measure of robustness is sought against uncertainty that can be represented as deterministic variability in the value of the parameters of the problem itself and/or its solution. It is related to, but often distinguished from, probabilistic optimization methods such as chance-constrained optimization.
Crowd simulationCrowd simulation is the process of simulating the movement (or ) of a large number of entities or characters. It is commonly used to create virtual scenes for visual media like films and video games, and is also used in crisis training, architecture and urban planning, and evacuation simulation. Crowd simulation may focus on aspects that target different applications. For realistic and fast rendering of a crowd for visual media or virtual cinematography, reduction of the complexity of the 3D scene and are used, while variations (changes) in appearance help present a realistic population.
ChessChess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to distinguish it from related games, such as xiangqi (Chinese chess) and shogi (Japanese chess). The recorded history of chess goes back at least to the emergence of a similar game, chaturanga, in seventh century India.
Software agentIn computer science, a software agent or software AI is a computer program that acts for a user or other program in a relationship of agency, which derives from the Latin agere (to do): an agreement to act on one's behalf. Such "action on behalf of" implies the authority to decide which, if any, action is appropriate. Some agents are colloquially known as bots, from robot. They may be embodied, as when execution is paired with a robot body, or as software such as a chatbot executing on a phone (e.g.