Javascript must be enabled to continue!
Building Policies for Scrabble
View through CrossRef
Research to learn policies using Evolutionary Algorithms along with training examples has been done for the domains of the Blocks World and the KRKa2 chess ending in our previous work [1,2]. Although the results have been positive, we believe that a more challenging domain is necessary to test the performance of this technique. The game of Scrabble, played in Spanish, in its competitive form (one vs. one) intends to be used and studied to test how good evolutionary techniques perform in building policies that produce a plan. To conduct proper research for Scrabble a Spanish lexicon was built and a heuristic function mainly based on probabilistic leaves was developed recently [3]. Despite the good results obtained with this heuristic function, the experimental games played showed that there is much room for improvement. In this paper a sketch of how can policies be built for the domain of Scrabble is presented; these policies are constructed using attributes (concepts and actions) given by a Scrabble expert player and using the heuristic function presented in [3] as one of the actions. Then to evaluate the policies a set of training examples given by a Scrabble expert is used along with the evolutionary learning algorithm presented in [2]. The final result of the process is an ordered set of rules (a policy) which denotes a plan that can be followed by a Scrabble engine to play Scrabble. This plan would also give useful information to construct plans that can be followed by humans when playing Scrabble. Most of this work is still under construction and just a sketch is presented. We believe that the domain of games is well-suited for testing these ideas in planning.
Title: Building Policies for Scrabble
Description:
Research to learn policies using Evolutionary Algorithms along with training examples has been done for the domains of the Blocks World and the KRKa2 chess ending in our previous work [1,2].
Although the results have been positive, we believe that a more challenging domain is necessary to test the performance of this technique.
The game of Scrabble, played in Spanish, in its competitive form (one vs.
one) intends to be used and studied to test how good evolutionary techniques perform in building policies that produce a plan.
To conduct proper research for Scrabble a Spanish lexicon was built and a heuristic function mainly based on probabilistic leaves was developed recently [3].
Despite the good results obtained with this heuristic function, the experimental games played showed that there is much room for improvement.
In this paper a sketch of how can policies be built for the domain of Scrabble is presented; these policies are constructed using attributes (concepts and actions) given by a Scrabble expert player and using the heuristic function presented in [3] as one of the actions.
Then to evaluate the policies a set of training examples given by a Scrabble expert is used along with the evolutionary learning algorithm presented in [2].
The final result of the process is an ordered set of rules (a policy) which denotes a plan that can be followed by a Scrabble engine to play Scrabble.
This plan would also give useful information to construct plans that can be followed by humans when playing Scrabble.
Most of this work is still under construction and just a sketch is presented.
We believe that the domain of games is well-suited for testing these ideas in planning.
Related Results
Effects of Semantic-Mapping and Scrabble-Game Strategies on English Spellings and Pronunciations among Secondary School Students in Okene, Kogi State, Nigeria
Effects of Semantic-Mapping and Scrabble-Game Strategies on English Spellings and Pronunciations among Secondary School Students in Okene, Kogi State, Nigeria
Students’ failure in external examinations has been attributed to their poor vocabulary base, exacerbated by teachers’ poor instructional strategies. This study therefore, examined...
Developing Scrabble Wall for Students’ Vocabulary Learning
Developing Scrabble Wall for Students’ Vocabulary Learning
Mastering vocabulary could be one of the keys to be successful in learning English. Teaching by using a certain game could be an interesting way to increase students’ vocabulary. ...
Pengenalan Kosakata Melalui Media Pembelajaran Wordwall Dengan Game Scrabble Words Pada Anak Usia Dini Di KB Tunas Bangsa Winong Patihan Sidoharjo
Pengenalan Kosakata Melalui Media Pembelajaran Wordwall Dengan Game Scrabble Words Pada Anak Usia Dini Di KB Tunas Bangsa Winong Patihan Sidoharjo
The limited competence of an educator has a major influence in determining the quantity and quality of teaching which will ultimately play a role in improving the quality of educat...
The Impact of Scrabble Game on EFL Context: Students Interpretation Ability in Vocabulary
The Impact of Scrabble Game on EFL Context: Students Interpretation Ability in Vocabulary
This study investigates the effect of the Scrabble teaching method on students’ vocabulary interpretation ability in English instruction for English as a Foreign Language (EFL) stu...
Pengaruh Penggunaan Media Scrabble Terhadap Peningkatan Penguasaan Kosakata Bahasa Arab Siswa Kelas V di Madrasah Ibtidaiyah Darul Falah Oelaba
Pengaruh Penggunaan Media Scrabble Terhadap Peningkatan Penguasaan Kosakata Bahasa Arab Siswa Kelas V di Madrasah Ibtidaiyah Darul Falah Oelaba
This study aims to determine the effect of using the Scrabble game media on improving Arabic vocabulary mastery among fifth-grade students at Madrasah Ibtidaiyah Darul Falah Oelaba...
Development of Scrabble Game for Learning Arabic Vocabularies in Al-Kautsar Junior High School of Malang
Development of Scrabble Game for Learning Arabic Vocabularies in Al-Kautsar Junior High School of Malang
This essay describe about the developing of Scrabble Game as a media of leraning Arabic vocabularies. As we know that learning vocabularies is one of the necessity in language lear...
The Effect of Scrabble Game on Students' Vocabulary Mastery of Grade Eight at SMP Negeri 12 Pematang Siantar
The Effect of Scrabble Game on Students' Vocabulary Mastery of Grade Eight at SMP Negeri 12 Pematang Siantar
The aim of this research is to determine the effect of the reading aloud strategy on the pronunciation abilities of seventh grade students at SMP Negeri 3 Pematangsiantar. In this ...
De gevel – een intermediair element tussen buiten en binnen
De gevel – een intermediair element tussen buiten en binnen
This study is based on the fact that all people have a basic need for protection from other people (and animals) as well as from the elements (the exterior climate). People need a ...

