Difference between revisions of "Pattern Recognition"
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* [[Merim Bilalić]], [http://scholar.google.com/citations?user=q_X-IPoAAAAJ&hl=de Robert Langner], [http://www.informatik.uni-trier.de/~ley/pers/hd/e/Erb:Michael.html Michael Erb], [http://rwth-aachen.academia.edu/WolfgangGrodd Wolfgang Grodd] ('''2010'''). ''[http://pubget.com/paper/21038986/Mechanisms_and_neural_basis_of_object_and_pattern_recognition__a_study_with_chess_experts Mechanisms and neural basis of object and pattern recognition: a study with chess experts]''. [https://en.wikipedia.org/wiki/Journal_of_Experimental_Psychology Journal of Experimental Psychology General], Vol. 139, No. 4 | * [[Merim Bilalić]], [http://scholar.google.com/citations?user=q_X-IPoAAAAJ&hl=de Robert Langner], [http://www.informatik.uni-trier.de/~ley/pers/hd/e/Erb:Michael.html Michael Erb], [http://rwth-aachen.academia.edu/WolfgangGrodd Wolfgang Grodd] ('''2010'''). ''[http://pubget.com/paper/21038986/Mechanisms_and_neural_basis_of_object_and_pattern_recognition__a_study_with_chess_experts Mechanisms and neural basis of object and pattern recognition: a study with chess experts]''. [https://en.wikipedia.org/wiki/Journal_of_Experimental_Psychology Journal of Experimental Psychology General], Vol. 139, No. 4 | ||
* [[Abdallah Saffidine]], [[Nicolas Jouandeau]], [[Tristan Cazenave]] ('''2011'''). ''Solving breakthrough with Race Patterns and Job-Level Proof Number Search''. [[Advances in Computer Games 13]], [http://www.lamsade.dauphine.fr/~cazenave/papers/solving.pdf pdf] » [[Breakthrough (Game)]], [[Proof-Number Search]] | * [[Abdallah Saffidine]], [[Nicolas Jouandeau]], [[Tristan Cazenave]] ('''2011'''). ''Solving breakthrough with Race Patterns and Job-Level Proof Number Search''. [[Advances in Computer Games 13]], [http://www.lamsade.dauphine.fr/~cazenave/papers/solving.pdf pdf] » [[Breakthrough (Game)]], [[Proof-Number Search]] | ||
+ | * [[Manuel Cristóbal López-Michelone]], [[Jorge Luis Ortega-Arjona]] ('''2016'''). ''[https://www.semanticscholar.org/paper/Patterns-for-the-game-of-chess-L%C3%B3pez-Michelone-Ortega-Arjona/3b7d115e187dbefc55f0979ba87908b6fe421ecc Patterns for the game of chess]''. SugarLoaf PLoP'16 | ||
==2020 ...== | ==2020 ...== | ||
* [[Manuel Cristóbal López-Michelone]], [[Jorge Luis Ortega-Arjona]] ('''2020'''). ''A description language for chess''. [[ICGA Journal#42_1|ICGA Journal, Vol. 42, No. 1]] | * [[Manuel Cristóbal López-Michelone]], [[Jorge Luis Ortega-Arjona]] ('''2020'''). ''A description language for chess''. [[ICGA Journal#42_1|ICGA Journal, Vol. 42, No. 1]] | ||
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* [https://www.stmintz.com/ccc/index.php?id=356967 Symbolic: First pattern instance generation] by [[Steven Edwards]], [[CCC]], March 27, 2004 | * [https://www.stmintz.com/ccc/index.php?id=356967 Symbolic: First pattern instance generation] by [[Steven Edwards]], [[CCC]], March 27, 2004 | ||
* [https://www.stmintz.com/ccc/index.php?id=357145 Symbolic: Demo: a few more bootstrap patterns] by [[Steven Edwards]], [[CCC]], March 29, 2004 | * [https://www.stmintz.com/ccc/index.php?id=357145 Symbolic: Demo: a few more bootstrap patterns] by [[Steven Edwards]], [[CCC]], March 29, 2004 | ||
+ | * [http://www.talkchess.com/forum/viewtopic.php?t=47250 positional patterns for "human" engine] by [[Pawel Koziol]], [[CCC]], February 16, 2013 | ||
=External Links= | =External Links= |
Revision as of 21:07, 29 June 2020
Home * Knowledge * Pattern Recognition
Pattern Recognition,
is used to assign a label to an input value [2] , for instance to apply classification in machine learning applications, i.e. to identify objects and images, as well as computer chess related pattern of chess positions in Cognitive Psychology and concerning evaluation and control of the search in computer chess. Pattern recognition algorithms generally aim to provide a reasonable answer for all possible inputs and to perform a "fuzzy" matching. In contrast, Pattern matching usually has to be exact.
Contents
Chess Pattern
Chess pattern range from simple properties of squares and pieces concerning occupancy and control, to a more complex interrelated sets of features. Recognizers are implemented with decision trees, neural networks, and fuzzy logics. In his ICCA Journal paper Fuzzy Production Rules in Chess, Peter W. Frey [3] proposed feature strings or sets of three types. Type-A features must match completely, type-B feature strings represent features which are usually but not always present, while type-C features are present occasionally but are highly diagnostic when available. Those features were intended to use at the root for an oracle approach.
Chess Programs
See also
- Backtracking
- Chunking
- Cognition
- Cognitive Psychology
- Design Principles
- Interior Node Recognizer
- Learning
- Neural Networks
- Piece Recognition
- Planning
Publications
1950 ...
- Woodrow W. Bledsoe, Iben Browning (1959). Pattern Recognition and Reading by Machine. In Proceedings of the Eastern Joint Computer Conference
- Albert M. Uttley (1959). Imitation of Pattern Recognition and Trial-and-error Learning in a Conditional Probability Computer. Reviews of Modern Physics, Vol. 31, April 1959, pp. 546-548 [4] [5]
1960 ...
- Mikhail Moiseevich Bongard [6] (1967). Проблема Узнавания. The Problem of Recognition, Nauka Press, Moscow, appeared as Pattern Recognition in its 1970 English translation
- Chin-Liang Chang (1967). Fuzzy Sets and Pattern Recognition. Ph.D. Thesis, Advisor: Lotfi A. Zadeh, University of California, Berkeley
1970 ...
- Mikhail Moiseevich Bongard (1970). Pattern Recognition. Rochelle Park, N.J., Hayden Book Co., Spartan Books
- Albert Zobrist (1970). Feature Extraction and Representation for Pattern Recognition and the Game of Go. Ph.D. Thesis (152 pp.), University of Wisconsin. Also published as technical report #85
- Albert Zobrist (1970). A Pattern Recognition Program which uses a Geometry-Preserving Representation of Features. Technical Report #85, pdf
- James R. Slagle, Richard C. T. Lee (1971). Application of game tree searching techniques to sequential pattern recognition. Communications of the ACM, Vol. 14, No. 2
- Albert Zobrist, Frederic Roy Carlson (1973). The USC chess program. Proceedings of the ACM annual conference, Atlanta, Georgia
- Laveen N. Kanal (1974). Patterns in pattern recognition: 1968-1974. IEEE Transactions on Information Theory, Vol. 20, No. 6
- Jacques Pitrat (1976). A Program to Learn to Play Chess. Pattern Recognition and Artificial Intelligence, pp. 399-419. Academic Press Ltd. London, UK. ISBN 0-12-170950-7.
- Azriel Rosenfeld, Jerome A. Feldman, Laveen N. Kanal, Patrick H. Winston (1977). AI and Pattern Recognition. IJCAI 1977
- Albert Zobrist, Frederic Roy Carlson (1977). Detection of Combined Occurrences. Communications of the ACM, Vol. 20, No. 1, pp. 31-35.
- Walter R. Reitman, Bruce Wilcox (1977). Pattern Recognition and Pattern-Directed Inference in a Program for Playing Go. ACM SIGART Bulletin, No. 63
- Rainer Kurz (1977). Musterverarbeitung bei der Schachprogrammierung. Ph.D. thesis, Universität Stuttgart (German)
- Ivan Bratko, Danny Kopec, Donald Michie (1978). Pattern-Based Representation of Chess Endgame Knowledge. The Computer Journal, Vol. 21, No. 2, pp. 149-153. pdf
- David Wilkins (1979). Using Patterns and Plans to Solve Problems and Control Search. Ph.D. thesis, Computer Science Dept, Stanford University, AI Lab Memo AIM-329
- Max Bramer, Mike Clarke (1979). A Model for the Representation of Pattern-Knowledge for the Endgame in Chess. International Journal of Man-Machine Studies, Vol. 11, No.5
1980 ...
- David Wilkins (1980). Using patterns and plans in chess. Artificial Intelligence, vol. 14, pp. 165-203. Reprinted (1988) in Computer Chess Compendium
- Ivan Bratko, Donald Michie (1980). A Representation of Pattern-Knowledge in Chess Endgames. Advances in Computer Chess 2
- Max Bramer (1980). An Optimal Algorithm for KPK using Pattern Knowledge. Advances in Computer Chess 2
- Zdenek Zdráhal, Ivan Bratko, Alen Shapiro (1981). Recognition of Complex Patterns Using Cellular Arrays. The Computer Journal, Vol. 24, No. 3
- Max Bramer (1982). Pattern-Based Representations of Knowledge in the Game of Chess. International Journal of Man-Machine Studies, Vol. 16.
- Alen Shapiro, Tim Niblett (1982). Automatic Induction of Classification Rules for Chess End game. Advances in Computer Chess 3
- Ross Quinlan (1983). Learning efficient classification procedures and their application to chess end games. Machine Learning: An Artificial Intelligence Approach
- Ivan Bratko, Peter Tancig, Simona Tancig (1984). Detection of Positional Patterns in Chess. ICCA Journal, Vol. 7, No. 2 (abridged version)
- Ivan Bratko, Peter Tancig, Simona Tancig (1984,1986). Detection of Positional Patterns in Chess. Advances in Computer Chess 4 (full paper)
- Ivan Bratko (1985). Symbolic Derivation of Chess Patterns. Progress in Artificial Intelligence (eds. L. Steels and J.A. Campbell), Ellis Horwood Ltd., Chichester, UK.
- Peter W. Frey (1986). Fuzzy Production Rules in Chess. ICCA Journal, Vol. 9, No. 4
- Laveen N. Kanal, Edzard S. Gelsema (eds.) (1986). Pattern Recognition in Practice II. North Holland
- Kai-Fu Lee, Sanjoy Mahajan (1988). A Pattern Classification Approach to Evaluation Function Learning. Artificial Intelligence, Vol. 36, No. 1
- Laveen N. Kanal, Edzard S. Gelsema (eds.) (1988). Pattern Recognition and Artificial Intelligence, Towards an Integration. Elsevier
- Robert Levinson (1989). A Self-Learning, Pattern-Oriented Chess Program. ICCA Journal, Vol. 12, No. 4
- Roger Hünen (1989). Efficient Pattern Recognition in Large Game Trees. Advances in Computer Chess 5
- Hans Berliner, Carl Ebeling (1989). Pattern Knowledge and Search: The SUPREM Architecture. Artificial Intelligence, Vol. 38, No. 2
- Revised as Hans Berliner, Carl Ebeling (1990). Hitech. Computers, Chess, and Cognition
1990 ...
- Eduardo F. Morales (1992). First-Order Induction of Patterns in Chess. Ph.D. Thesis, The Turing Institute, University of Strathclyde, Glasgow
- Eduardo F. Morales (1992). Learning Chess Patterns. Inductive Logic Programming (ed. Stephen Muggleton), Academic Press, The Apic Series, London, UK
- Steven Walczak (1992). Pattern-Based Tactical Planning. IJPRAI 6(5)
- Steven Walczak, Douglas D. Dankel II (1993). Acquiring Tactical and Strategic Knowledge with a Generalized Method for Chunking of Game Pieces. International Journal of Intelligent Systems, Vol. 8, No. 2
- Laveen Kanal (1993). On Pattern, Categories and Alternate Realities. Pattern Recognition Letters, Vol. 14, No. 3, pdf
- Eduardo F. Morales (1994). Learning Patterns for Playing Strategies. ICCA Journal, Vol. 17, No. 1
- Robert Levinson, Gil Fuchs (1994). A Pattern-Weight Formulation of Search Knowledge. UCSC-CRL-94-10, CiteSeerX
- Edzard S. Gelsema, Laveen N. Kanal (eds.) (1994). Pattern Recognition in Practice IV: : Multiple Paradigms, Comparative Studies and Hybrid Systems. Elsevier
- Reijer Grimbergen (1996). Using Pattern Recognition and Selective Deepening to Solve Tsume Shogi. 3rd Game Programming Workshop, CiteSeerX [7]
- Edzard S. Gelsema, Laveen N. Kanal (eds.) (1997). Pattern Recognition in Practice V. Pattern Recognition Letters, Vol 18, Nos. 11-13
- Fernand Gobet, Herbert Simon (1998). Pattern recognition makes search possible: Comments on Holding (1992). Psychological Research, Vol. 61, pdf [8]
- Hitoshi Matsubara, Steven Walczak, Reijer Grimbergen (1998). Analysis of important patterns in Shogi. The 15th Annual Meeting of the Japanese Cognitive Science Society, (Nagoya, Japan), 136-137. (in Japanese/Kanji)
- Lev Finkelstein, Shaul Markovitch (1998). Learning to Play Chess Selectively by Acquiring Move Patterns. ICCA Journal, Vol. 21, No. 2, pdf
- Erik van der Werf (1999). Non-linear target based feature extraction by diabolo networks. Masters thesis. Pattern Recognition Group, Department of Applied Physics, Faculty of Applied Sciences, Delft University of Technology, pdf
- Kieran Greer, Piyush Ojha, David A. Bell (1999). A Pattern-Oriented Approach to Move Ordering: the Chessmaps Heuristic. ICCA Journal, Vol. 22, No. 1
2000 ...
- Miroslav Kubat, Jan Žižka (2000). Learning Middle Game Patterns in Chess: A Case Study. Lecture Notes in Computer Science, Vol. 1821, Springer
- Miroslav Kubat (2000). Designing neural network architectures for pattern recognition. The Knowledge Engineering Review, Vol. 15, No. 2
- Ari Shapiro, Gil Fuchs, Robert Levinson (2002). Learning a Game Strategy Using Pattern-Weights and Self-play. CG 2002
- R. Grekovs (2002). Methods of Fuzzy Pattern Recognition Riga Technical University, ps, covers Fuzzy Kora algorithm
- Marcel van Kervinck (2002). A pattern-recognition strategy for chess position evaluation. Slides from The design and implementation of the Rookie 2.0 Chess Playing Program. [9]
- Jan Žižka, Michal Mádr (2003). Learning Representative Patterns from Real Chess Positions: A Case Study. IICAI 2003
- Christopher Chabris, Eliot Hearst (2003). Mentalizing, Pattern Recognition and Forward Search: Effects of Playing Speed and Sight of the Position on Grandmaster Chess Errors. Cognitive Science, Vol. 27
- Bir Bhanu, Yingqiang Lin, Krzysztof Krawiec (2005). Evolutionary Synthesis of Pattern Recognition Systems. Springer, New York
- Rajjan Shinghal (2006) Pattern Recognition, Techniques and Applications. Oxford University Press ISBN-13: 978-0195676853, available from amazon.ca
- Chun-Bin Hsu (2006). Pattern Recognition in Chinese Chess. Master thesis, National Chiao Tung University, pdf (Chinese)
- Antonio Fernández, Antonio Salmerón (2008). BayesChess: A computer chess program based on Bayesian networks. Pattern Recognition Letters, Vol. 29, No. 8
2010 ...
- Merim Bilalić, Robert Langner, Michael Erb, Wolfgang Grodd (2010). Mechanisms and neural basis of object and pattern recognition: a study with chess experts. Journal of Experimental Psychology General, Vol. 139, No. 4
- Abdallah Saffidine, Nicolas Jouandeau, Tristan Cazenave (2011). Solving breakthrough with Race Patterns and Job-Level Proof Number Search. Advances in Computer Games 13, pdf » Breakthrough (Game), Proof-Number Search
- Manuel Cristóbal López-Michelone, Jorge Luis Ortega-Arjona (2016). Patterns for the game of chess. SugarLoaf PLoP'16
2020 ...
- Manuel Cristóbal López-Michelone, Jorge Luis Ortega-Arjona (2020). A description language for chess. ICGA Journal, Vol. 42, No. 1
Forum Posts
- Symbolic: On patterns by Steven Edwards, CCC, March 16, 2004 » Symbolic
- Symbolic: First pattern instance generation by Steven Edwards, CCC, March 27, 2004
- Symbolic: Demo: a few more bootstrap patterns by Steven Edwards, CCC, March 29, 2004
- positional patterns for "human" engine by Pawel Koziol, CCC, February 16, 2013
External Links
- Pattern recognition from Wikipedia
- Pattern recognition (psychology) from Wikipedia
- Pattern recognition (disambiguation) from Wikipedia
- Pattern Recognition (novel) from Wikipedia
- Pattern from Wikipedia
- Pattern matching from Wikipedia
- Prior knowledge for pattern recognition from Wikipedia
- Statistical classification from Wikipedia
- Naive Bayes classifier from Wikipedia
- Discover Patterns and Learn from Data - Pattern Recognition Tools
- Can a Bayesian spam filter play chess? by Laird A. Breyer [10]
- Bongard problem from Wikipedia
- Index of Bongard Problems by Harry Foundalis
- Marilyn Mazur's "Eksistens" feat. Tritonus Choir, Statens Museum for Kunst, Copenhagen, Denmark, February 2013, YouTube Video
- Hans Ulrik, Makiko Hirabayashi, Klavs Hovman, Marilyn Mazur
References
- ↑ Clipping from Chess pattern by ~Melmolly on deviantART, Graphics Software by Xara
- ↑ Pattern recognition from Wikipedia
- ↑ Peter W. Frey (1986). Fuzzy Production Rules in Chess. ICCA Journal, Vol. 9, No. 4
- ↑ Ratio Club from Wikipedia
- ↑ Royal Radar Establishment from Wikipedia
- ↑ Mikhail Moiseevich Bongard - Михаил Моисеевич Бонгард
- ↑ Tsumeshogi from Wikipedia
- ↑ Dennis H. Holding (1992). Theories of Chess Skill. Psychological Research, Vol. 54, No. 1
- ↑ Marcel van Kervinck (2002). The design and implementation of the Rookie 2.0 Chess Playing Program. Masters Thesis, pdf
- ↑ Bayesian spam filtering - Wikipedia