Pattern Recognition

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Pattern Recognition, is used to assign a label to an input value, 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.

=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 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.
 * Evaluation Patterns
 * Fianchetto
 * Outposts
 * Returning Bishop
 * Trapped Pieces
 * King Pattern
 * King Safety Pattern
 * Mate at a Glance
 * Knight Pattern
 * Pawn Pattern and Properties

=Chess Programs=
 * CHUMP
 * Chunker
 * MACH
 * Morph
 * Paradise
 * USC CP

=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

1960 ...

 * Mikhail Moiseevich Bongard (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
 * 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, pp. 82-96.
 * Zdenek Zdráhal, Ivan Bratko, Alen Shapiro (1981). Recognition of Complex Patterns Using Cellular Arrays. The Computer Journal, Vol. 24, No. 3, pp. 263-270
 * Max Bramer (1982). Pattern-Based Representations of Knowledge in the Game of Chess. International Journal of Man-Machine Studies, Vol. 16, pp. 439-448.
 * 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), pp. 281-290. Ellis Horwood Ltd., Chichester, UK.
 * Peter W. Frey (1986). Fuzzy Production Rules in Chess. ICCA Journal, Vol. 9, No. 4
 * Kai-Fu Lee, Sanjoy Mahajan (1988). A Pattern Classification Approach to Evaluation Function Learning. Artificial Intelligence, Vol. 36, No. 1
 * 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, pp. 161-198. ISSN 0004-3702. 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 8 (2), 249-270.
 * 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
 * Reijer Grimbergen (1996). Using Pattern Recognition and Selective Deepening to Solve Tsume Shogi. 3rd Game Programming Workshop, CiteSeerX
 * Fernand Gobet, Herbert Simon (1998). Pattern recognition makes search possible: Comments on Holding (1992). Psychological Research, Vol. 61, pdf
 * 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.
 * 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

=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

=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
 * Can a Bayesian spam filter play chess? by Laird A. Breyer
 * 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=

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