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1.
Search procedures, such as alpha-beta and SSS1, are used to solve minimax game trees. With a notable exception of B1, most of these procedures assume the static model, i.e., the computation is done solely on the basis of static values given to terminal nodes. The first goal of this paper is to generalize these to the informed model, which permits the usage of heuristic information pertaining to nonterminal nodes, such as upper and lower bounds, and estimates, of the exact values realizable from the corresponding game positions. We provide a general framework, within which various conventional procedures including alpha-beta and SSS1 can be naturally generalized to the informed model.For the static model, it is known that SSS1 surpasses alpha-beta in the sense that it explores only a subset of the nodes which are explored by alpha-beta. The second goal of this paper is, assuming the informed model, to develop a precise characterization of the class of search procedures that surpass alpha-beta. It turns out that the class contains many search procedures other than SSS1 (even for the static model). Finally some computational comparison among these search procedures is made by solving the 4 × 4 Othello game.  相似文献   

2.
Fuzzy decision tree induction is an important way of learning from examples with fuzzy representation. Since the construction of optimal fuzzy decision tree is NP-hard, the research on heuristic algorithms is necessary. In this paper, three heuristic algorithms for generating fuzzy decision trees are analyzed and compared. One of them is proposed by the authors. The comparisons are twofold. One is the analytic comparison based on expanded attribute selection and reasoning mechanism; the other is the experimental comparison based on the size of generated trees and learning accuracy. The purpose of this study is to explore comparative strengths and weaknesses of the three heuristics and to show some useful guidelines on how to choose an appropriate heuristic for a particular problem.  相似文献   

3.
基于Min-Ambiguity启发式算法的模糊决策树整个建立过程均是在给定的一个显著性水平参数基础上进行,该参数值的选择对于模糊决策树性能将产生重要影响。文章通过实验研究表明,在某一特定取值区间内,随着该参数值的逐步增大,可以使得模糊决策树在保持提高测试精度的前提下,使树的规模逐步减小,直至到达该参数的最优值,使树成为测试精度达到最优而树规模达到最小的一棵。而再度增大的此参数值(已超出该区间)却会导致树的过度剪枝,使树的测试精度降低。最后,通过相同数据在清晰决策树系统(C4.5系统)后剪枝前后的比较试验进一步证实,在该区间内,逐步增大的此参数值对模糊决策树性能的影响等效于清晰决策树的后剪枝。  相似文献   

4.
We explore the use of GAs for solving a network optimization problem, the degree-constrained minimum spanning tree problem. We also examine the impact of encoding, crossover, and mutation on the performance of the GA. A specialized repair heuristic is used to improve performance. An experimental design with 48 cells and ten data points in each cell is used to examine the impact of two encoding methods, three crossover methods, two mutation methods, and four networks of varying node sizes. Two performance measures, solution quality and computation time, are used to evaluate the performance. The results obtained indicate that encoding has the greatest effect on solution quality, followed by mutation and crossover. Among the various options, the combination of determinant encoding, exchange mutation, and uniform crossover more often provides better results for solution quality than other combinations. For computation time, the combination of determinant encoding, exchange mutation, and one-point crossover provides better results  相似文献   

5.
A new decision tree method for application in data mining, machine learning, pattern recognition, and other areas is proposed in this paper. The new method incorporates a classical multivariate statistical method, linear discriminant function, into decision trees' recursive partitioning process. The proposed method considers not only the linear combination with all variables, but also combinations with fewer variables. It uses a tabu search technique to find appropriate variable combinations within a reasonable length of time. For problems with more than two classes, the tabu search technique is also used to group the data into two superclasses before each split. The results of our experimental study indicate that the proposed algorithm appears to outperform some of the major classification algorithms in terms of classification accuracy, the proposed algorithm generates decision trees with relatively small sizes, and the proposed algorithm runs faster than most multivariate decision trees and its computing time increases linearly with data size, indicating that the algorithm is scalable to large datasets.  相似文献   

6.
Model trees are a particular case of decision trees employed to solve regression problems. They have the advantage of presenting an interpretable output, helping the end-user to get more confidence in the prediction and providing the basis for the end-user to have new insight about the data, confirming or rejecting hypotheses previously formed. Moreover, model trees present an acceptable level of predictive performance in comparison to most techniques used for solving regression problems. Since generating the optimal model tree is an NP-Complete problem, traditional model tree induction algorithms make use of a greedy top-down divide-and-conquer strategy, which may not converge to the global optimal solution. In this paper, we propose a novel algorithm based on the use of the evolutionary algorithms paradigm as an alternate heuristic to generate model trees in order to improve the convergence to globally near-optimal solutions. We call our new approach evolutionary model tree induction (E-Motion). We test its predictive performance using public UCI data sets, and we compare the results to traditional greedy regression/model trees induction algorithms, as well as to other evolutionary approaches. Results show that our method presents a good trade-off between predictive performance and model comprehensibility, which may be crucial in many machine learning applications.  相似文献   

7.
Eric K. Lee  Charles U. Martel 《Software》2007,37(15):1559-1575
In this paper we present new empirical results for splay trees. These results provide a better understanding of how cache performance affects query execution time. Our results show that splay trees can have faster lookup times compared with randomly built binary search trees (BST) under certain settings. In contrast, previous experiments have shown that because of the instruction overhead involved in splaying, splay trees are less efficient in answering queries than randomly built BSTs—even when the data sets are heavily skewed (a favorable setting for splay trees). We show that at large tree sizes the difference in cache performance between the two types of trees is significant. This difference means that splay trees are faster than BSTs for this setting—despite still having a higher instruction count. Based on these results we offer guidelines in terms of tree size, access pattern, and cache size as to when splay trees will likely be more efficient. We also present a new splaying heuristic aimed at reducing instruction count and show that it can improve on standard splaying by 10–27%. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   

8.
The field of game playing is a particularly well-studied area within the context of AI, leading to the development of powerful techniques, such as the alpha-beta search, capable of achieving competitive game play against an intelligent opponent. It is well-known that tree pruning strategies, such as alpha-beta, benefit strongly from proper move ordering, i.e., by searching the best element first. A wide range of techniques have been developed over the years to achieve good move ordering, and improved tree pruning, in the field, in general and in particular, in the alpha-beta search, have been extensively studied. Inspired by the formerly unrelated field of Adaptive Data Structures (ADSs), we had previously introduced the History-ADS technique, which employs an adaptive list to achieve effective and dynamic move ordering, in a domain independent fashion. Our previous results confirmed that it performs well in a very wide range of cases, and in varied types of board games. However, our previous work did not compare the performance of the History-ADS heuristic to any established move ordering strategy. In an attempt to address this problem, we present here a comparison to two well-known, acclaimed strategies, which operate on a similar philosophy to the History-ADS, namely, the History Heuristic, and the Killer Moves technique. We also introduce, in this work, a mechanism by which these established move ordering strategies can be approximated, or directly implemented, in terms of ADSs. We confirm that, in a wide range of two-player and multi-player games, at various points in the game’s progression, the History-ADS performs at least as well as these strategies, and, in fact, outperforms them in the majority of cases.  相似文献   

9.
The design issues affecting a parallel implementation of the alpha-beta search algorithm are discussed with emphasis on a tree decomposition scheme that is intended for use on well ordered trees. In particular, the principal variation splitting method has been implemented, and experimental results are presented which show how such refinements as progressive deepening, narrow window searching, and the use of memory tables affect the performance of multiprocessor based chess playing programs. When dealing with parallel processing systems, communication delays are perhaps the greatest source of lost time. Therefore, an implementation of our tree decomposition based algorithm is presented, one that operates with a modest amount of message passing within a network of processors. Since our system has low search overhead, the principal basis for comparison is the communication overhead, which in turn is shown to have two components.  相似文献   

10.
变精度粗糙集模型在决策树构造中的应用   总被引:1,自引:0,他引:1       下载免费PDF全文
针对ID3算法构造决策树复杂、分类效率不高等问题,本文基于变精度粗糙集模型提出了一种新的决策树构造算法。该算法采用加权分类粗糙度作为节点选择属性的启发函数,与信息增益相比,该标准更能够全面地刻画属性分类的综合贡献能力,计算简单,并且可以消除噪声数据对选择属性和生成叶节点的影响。实验结果证明,本算法构造的决策树在规模与分类效率上均优于ID3算法。  相似文献   

11.
《Artificial Intelligence》1987,31(2):185-199
Of the many minimax algorithms, sss1 is noteworthy because it usually searches the smallest game trees. Its success can be attributed to the accumulation and use of information acquired while traversing the tree. The main disadvantages of sss1 are its high storage needs and management costs. This paper describes a class of methods, based on the popular alpha-beta algorithm, that acquire and use information to guide a tree search. They retain a given search direction and yet are as good as sss1, even while searching random trees. Further, although some of these new algorithms also require substantial storage, they are more flexible and can be programmed to use only the space available, at the cost of some degradation in performance.  相似文献   

12.
Neural networks and decision tree methods are two common approaches to pattern classification. While neural networks can achieve high predictive accuracy rates, the decision boundaries they form are highly nonlinear and generally difficult to comprehend. Decision trees, on the other hand, can be readily translated into a set of rules. In this paper, we present a novel algorithm for generating oblique decision trees that capitalizes on the strength of both approaches. Oblique decision trees classify the patterns by testing on linear combinations of the input attributes. As a result, an oblique decision tree is usually much smaller than the univariate tree generated for the same domain. Our algorithm consists of two components: connectionist and symbolic. A three-layer feedforward neural network is constructed and pruned, a decision tree is then built from the hidden unit activation values of the pruned network. An oblique decision tree is obtained by expressing the activation values using the original input attributes. We test our algorithm on a wide range of problems. The oblique decision trees generated by the algorithm preserve the high accuracy of the neural networks, while keeping the explicitness of decision trees. Moreover, they outperform univariate decision trees generated by the symbolic approach and oblique decision trees built by other approaches in accuracy and tree size.  相似文献   

13.
Abstract: Two methods of genetic evolution of linear and non-linear heuristic evaluation functions for the game of checkers and give-away checkers are presented in the paper. The first method is based on the simplistic assumption that a relation 'close' to partial order can be defined over the set of evaluation functions. Hence an explicit fitness function is not necessary in this case and direct comparison between heuristics (a tournament) can be used instead. In the other approach a heuristic is developed step-by-step based on the set of training games. First, the end-game positions are considered and then the method gradually moves 'backwards' in the game tree up to the starting position and at each step the best fitted specimen from the previous step (previous game tree depth) is used as the heuristic evaluation function in the alpha-beta search for the current step. Experimental results confirm that both approaches lead to quite strong heuristics and give hope that a more sophisticated and more problem-oriented evolutionary process might ultimately provide heuristics of quality comparable to those of commercial programs.  相似文献   

14.
15.
基于知识的模型自动选择策略   总被引:1,自引:0,他引:1  
戴超凡  冯旸赫 《计算机工程》2010,36(11):170-172
模型自动选择是决策支持系统智能化发展的必然要求。针对目前实用算法较少的现状,提出一种模型自动选择策略。基于知识框架描述模型,根据事实库和知识库提取相应规则生成推理树,结合经验和专业知识实现模型自动选择。实验结果表明,该策略具有较高的命中率。  相似文献   

16.
基于粗糙集的决策树构造算法   总被引:7,自引:2,他引:5  
针对ID3算法构造决策树复杂、分类效率不高问题,基于粗糙集理论提出一种决策树构造算法。该算法采用加权分类粗糙度作为节点选择属性的启发函数,与信息增益相比,能全面地刻画属性分类的综合贡献能力,并且计算简单。为消除噪声对选择属性和生成叶节点的影响,利用变精度粗糙集模型对该算法进行优化。实验结果表明,该算法构造的决策树在规模与分类效率上均优于ID3算法。  相似文献   

17.
Cut selection based on heuristic information is one of the most fundamental issues in the induction of decision trees with continuous valued attributes. This paper connects the selection of optimal cuts with a class of heuristic information functions together. It statistically shows that both training and testing accuracies in decision tree learning are dependent strongly on the selection of heuristics. A clear relationship between the second-order derivative of heuristic information function and locations of optimal cuts is mathematically derived and further is confirmed experimentally. Incorporating this relationship into a process of building decision trees, we can significantly reduce the number of detected cuts and furthermore improve the generalization of the decision tree.  相似文献   

18.
博弈是启发式搜索的一个重要应用领域,博弈的过程可以用一棵博弈搜索树表示,通过对博弈树进行搜索求取问题的解,搜索策略常采用α-β剪枝技术。在深入研究α-β剪枝技术的基础上,提出在扩展未达到规定深度节点时,对扩展出的子节点按照估价函数大小顺序插入到搜索树中,从而在α-β剪枝过程中剪掉更多的分枝,提高搜索效率。  相似文献   

19.
Functional Trees   总被引:1,自引:0,他引:1  
In the context of classification problems, algorithms that generate multivariate trees are able to explore multiple representation languages by using decision tests based on a combination of attributes. In the regression setting, model trees algorithms explore multiple representation languages but using linear models at leaf nodes. In this work we study the effects of using combinations of attributes at decision nodes, leaf nodes, or both nodes and leaves in regression and classification tree learning. In order to study the use of functional nodes at different places and for different types of modeling, we introduce a simple unifying framework for multivariate tree learning. This framework combines a univariate decision tree with a linear function by means of constructive induction. Decision trees derived from the framework are able to use decision nodes with multivariate tests, and leaf nodes that make predictions using linear functions. Multivariate decision nodes are built when growing the tree, while functional leaves are built when pruning the tree. We experimentally evaluate a univariate tree, a multivariate tree using linear combinations at inner and leaf nodes, and two simplified versions restricting linear combinations to inner nodes and leaves. The experimental evaluation shows that all functional trees variants exhibit similar performance, with advantages in different datasets. In this study there is a marginal advantage of the full model. These results lead us to study the role of functional leaves and nodes. We use the bias-variance decomposition of the error, cluster analysis, and learning curves as tools for analysis. We observe that in the datasets under study and for classification and regression, the use of multivariate decision nodes has more impact in the bias component of the error, while the use of multivariate decision leaves has more impact in the variance component.  相似文献   

20.
Retrospective adaptive prefetching for interactive Web GIS applications   总被引:1,自引:0,他引:1  
A major task of a Web GIS (Geographic Information Systems) system is to transfer map data to client applications over the Internet, which may be too costly. To improve this inefficient process, various solutions are available. Caching the responses of the requests on the client side is the most commonly implemented solution. However, this method may not be adequate by itself. Besides caching the responses, predicting the next possible requests from a client and updating the cache with responses for those requests together provide a remarkable performance improvement. This procedure is called “prefetching” and makes caching mechanisms more effective and efficient. This paper proposes an efficient prefetching algorithm called Retrospective Adaptive Prefetch (RAP), which is constructed over a heuristic method that considers the former actions of a given user. The algorithm reduces the user-perceived response time and improves user navigation efficiency. Additionally, it adjusts the cache size automatically, based on the memory size of the client’s machine. RAP is compared with four other prefetching algorithms. The experiments show that RAP provides better performance enhancements than the other methods.  相似文献   

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