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chris

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Since: Nov 13, 2005
Posts: 1



(Msg. 1) Posted: Sun Nov 13, 2005 3:33 pm
Post subject: Rock Paper Scissors
Archived from groups: comp>ai>games (more info?)

I am working on an assignment to play a game of Rock Paper Scissors
against a human opponent. I am using a C4.5 decision tree induction to
evaluate past moves and would like some help.

1) Does anyone have experience with WEKA? Building a CSV and calling
the C4.5 commandline after each move is horribly inefficient and a pain
in the butt.

2) Should I initially train the tree using random moves for several
iterations and then start "playing" using the tree?

3) What features should I use? I am operating on the assumption that
humans do not wisely keep track of their opponents decision making
process beyond the past few moves. Given this, I think the moves my bot
has made are generally arbitrary and the features should simply be
based on the last several moves. Does this render my tree into a simple
statistical analysis?

Any help or insight is greatly appreciated. I've been getting about
50/50 after several dozen iterations.

Chris

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makc.the.great

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Since: May 16, 2005
Posts: 11



(Msg. 2) Posted: Mon Nov 14, 2005 4:59 am
Post subject: Re: Rock Paper Scissors [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

chris.RemoveThis@siokaos.org wrote:
> 3) What features should I use? I am operating on the assumption that
> humans do not wisely keep track of their opponents decision making
> process beyond the past few moves. Given this, I think the moves my bot
> has made are generally arbitrary and the features should simply be
> based on the last several moves. Does this render my tree into a simple
> statistical analysis?

yep, it looks pretty much like this. whatever model of human reaction
you implement, you will end up with probabilities of his moves; you
then should assume the move with highest prob, and react accordingly.

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