Difference between revisions of "Kei Takada"

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* [[Kei Takada]], [[Hiroyuki Iizuka]], [[Masahito Yamamoto]] ('''2017'''). ''Reinforcement Learning for Creating Evaluation Function Using Convolutional Neural Network in Hex''. TAAI 2017
 
* [[Kei Takada]], [[Hiroyuki Iizuka]], [[Masahito Yamamoto]] ('''2017'''). ''Reinforcement Learning for Creating Evaluation Function Using Convolutional Neural Network in Hex''. TAAI 2017
 
* [[Kei Takada]], [[Hiroyuki Iizuka]], [[Masahito Yamamoto]] ('''2018'''). ''[https://link.springer.com/chapter/10.1007%2F978-3-319-75931-9_2 Computer Hex Algorithm Using a Move Evaluation Method Based on a Convolutional Neural Network]''. [https://link.springer.com/bookseries/7899 Communications in Computer and Information Science]
 
* [[Kei Takada]], [[Hiroyuki Iizuka]], [[Masahito Yamamoto]] ('''2018'''). ''[https://link.springer.com/chapter/10.1007%2F978-3-319-75931-9_2 Computer Hex Algorithm Using a Move Evaluation Method Based on a Convolutional Neural Network]''. [https://link.springer.com/bookseries/7899 Communications in Computer and Information Science]
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* [[Chao Gao]], [[Kei Takada]], [[Ryan Hayward]] ('''2019'''). ''Hex 2018: MoHex3HNN over DeepEzo''. [[ICGA Journal#41_1|ICGA Journal, Vol. 41, No. 1]] » [[21st Computer Olympiad#Hex|21st Computer Olympiad 2018]]
  
 
=References=  
 
=References=  
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'''[[People|Up one level]]'''
 
'''[[People|Up one level]]'''
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[[Category:Researcher|Takada]]
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[[Category:Hex Programmer|Takada]]

Latest revision as of 14:17, 14 October 2019

Home * People * Kei Takada

Kei Takada [1]

Kei Takada,
a Japanese computer scientist affiliated with the Graduate School of Information Science and Technology, Hokkaido University, Sapporo, Hokkaido.

Ezo

Along with Masaya Honjo, Hiroyuki Iizuka, and Masahito Yamamoto, Kei Takada is author of the Hex playing program Ezo, which played the 17th Computer Olympiad in Yokohama 2013, and the 18th Computer Olympiad in Leiden 2015. Ezo uses 2-ply alpha-beta search with an evaluation function based on the theory of complex networks. The function combines a betweenness measure of the player’s two sides with a shortest path metric that accounts for the degree of important nodes, further elaborted by Kei Takada at the Advances in Computer Games 14 conference in Leiden 2015 [2]. EZO switches to a Hexy-style evaluation when remaining time becomes short [3]. Ezo-CNN, which played the 20th Computer Olympiad 2017, uses a convolutional neural policy network for move ordering [4] [5].

Selected Publications

[6]

References

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