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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Let the System Learn a Game: How Can FCA Optimize a Cognitive Memory Structure</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>William Dyce</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Thibaut Marmin</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Namrata Patel</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Clement Sipieter</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Guillaume Tisserant</string-name>
          <email>Tisserant@lirmm.fr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Violaine Prince</string-name>
          <email>Prince@lirmm.fr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University Montpellier 2 and LIRMM-CNRS Montpellier</institution>
          ,
          <country country="FR">France</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>William.Dyce</institution>
          ,
          <addr-line>Thibaut.Marmin,Namrata.Patel</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>The goal of this article is to study the contribution of FCA (Formal Concepts Analysis) to (1) optimize (2) organize (3) discover new concepts or a better operation of the semantic memory of an Arti cial Intelligence (AI) system based on a cognitive approach. The system has been applied to game modeling (here the Reversi board game), since games are a very good experimental eld for performance evaluation. After describing the COGITO project, which tries to assess the pros and cons of cognitive modeling over pure operational but non explicative paradigms in games modeling, the paper stresses out the bene ts of FCA in providing a better abstraction, and a more reliable way to handle con ictual knowledge.</p>
      </abstract>
      <kwd-group>
        <kwd>Arti cial Intelligence</kwd>
        <kwd>Cognitive Modeling</kwd>
        <kwd>Games</kwd>
        <kwd>Semantic Memory</kwd>
        <kwd>Formal Concepts Analysis</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>One of the old dreams of Arti cial Intelligence (AI) was to substitute humans
with AI systems, in most of the chores involving problem solving. During the
past fty years, two methodological tracks have been extensively explored: Either
imitating human behavior, a trend that naturally leads researchers to mimic the
human cognitive structure, seen as the outcome of a natural selection [9]; Or
definitely assessing that humans and computers are utterly di erent, and designing
algorithms tted to machines, thus bypassing human skills in problem solving
[12]. If the rst trend seems nowadays set aside because of its too many failures,
this paper attempts to revive some of its claims, by constraining the project to
a very simple task. This task, a REVERSI board game [7], has interesting basic
properties:
{ In a cognitive approach, games require di erent mechanisms: Capturing an input,
trying to map it with the present memory state, learning it if new, and
exploiting the integrated shape through reasoning when playing a new game. Thus, the
behavior of a cognitive-based system could easily be tracked in its di erent steps.
{ A totally di erent approach, the Minimax (also called the Von Neuman theorem,
[11]), has given very good results. However, the Minimax is a way to win in a zero
sum play, not a way to learn or to understand.
{ This situation enables the evaluation of the pros and cons of a cognitive approach,
versus a pragmatically performant but non explicative method, for a given task
(even if more or less biased).</p>
      <p>
        This paper describes a part of a more extensive project named COGITO
(both a research team, and an implemented software), restricted to the
management and operation of the semantic memory , and the mechanisms that acquire
(i.e. learn) or exploit (i.e. play) the knowledge required to learn to play a Reversi
game.These aspects are implemented and functional. The goal of this article is,
after describing the founding assumptions and the selected cognitive model, to
study the contribution of FCA (Formal Concept Analysis) to (
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) optimize (
        <xref ref-type="bibr" rid="ref2">2</xref>
        )
organize (
        <xref ref-type="bibr" rid="ref3">3</xref>
        ) discover new concepts or a better operation of the memory.
2
      </p>
      <p>Designing a Reversi Board Game and Player
In a computational framework, the play has been modeled with predicates
that are the founding elements which compose these noteworthy patterns. The
retained basic predicates are the following:
1. isM ine(x): For the system, its own pieces
2. isOpp(x): The adversary's pieces
3. isEmpty(x): A position on the board which can possibly be occupied by a next
move
4. isEdge(x): A noteworthy position on the edge of the board. The piece that occupies
it is harder to take.
5. isCorner(x): Also a noteworthy position.
6. near(x; y): De nes neighborhood. Might lead to a capture, if x are not of the same
color as y.
7. aligned(x; y; z): Three pieces on a same line, either vertical, horizontal, or even a
diagonal. Allows to capture the two other pieces, if z is not of the same color as x
and y.</p>
      <p>To implement the game, one needs to:
{ Acquire the board 'state', also called the board con guration. It requires the
coordinates of all pieces, and which predicates each piece instantiates.
{ Map the present board to a set of stored noteworthy patterns that express playing
strategies.
{ Choose the best and thus perform a move.
{ Learn moves from the other player in order to enhance the system abilities.</p>
      <p>NA cAodnvcaenpcteudal
CBASIMRXTAIONCCESTP NNGAYSSEELII cRoaaueennnBnlncaeaaggellysiyiBpnnisscteoieiussoakl
COMOARTDRINIXATES</p>
      <p>INPUT</p>
      <p>Stimulus
MEMORY
Primary
mEYRUQemoryNORSSPEE
Memory</p>
      <p>REASONING ENGINE
Introspection
Decision
making</p>
      <p>DNDCAAEV ONCCSETP</p>
      <p>OUTPUT
ENVIRONMENT Coordinates(x,y)
The theoretical computational model underlying the design of such a requirement
set is provided in gure 2. The board is described as a matrix, and is
transmitted, from the environment to the Rulebook module, through an I/O module.
The latter determines all the possible moves, and generates the set of all
resulting matrices, to be transmitted to the Basic Conceptual Analyzer. This package
transforms the matrices into a logical set of rst order formulas, using the
basic predicates de ned above. The outcome is a set of facts in a logical format,
transmitted to the Advanced Conceptual Analyzer. The latter maps the
possible patterns of the board with the already stored noteworthy patterns. Then, it
launches the reasoning module which chooses between the possible moves,
according to the set of board con gurations and recognized noteworthy patterns.
This choice is based on an evaluation associated with the pattern, representing
the number of times it has gured in a winning game (in the form of a 'probability
of winning' with the appropriate formula). This cognitive structure schema has
been largely inspired from the 'arti cial consciousness model' in [10]. The latter
involves a much larger set of elements and relationships. The COGITO project
work has mostly focused on the memory and reasoning parts of the model. As
seen here, the primary memory is a temporary bu er that stores the results of
perceived inputs (short term memory). The memory module contains two other
parts: An episodic memory, storing games and moves as they have been played
during di erent sessions, and the semantic memory, keystone of this
contribution. Both have exactly the same structure, and the episodic memory content is
'appended' to the semantic memory.
3
3.1</p>
      <p>The Semantic Memory Structure</p>
      <p>Memory as a Graph Structure</p>
      <p>
        The semantic memory stores:
(
        <xref ref-type="bibr" rid="ref1">1</xref>
        )Objects, that represent board con gurations met during di erent games. These
objects are implemented as classes named Complete Board States or CBS.
(
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) Attributes, for those noteworthy patterns added, all along, by the reasoning module
introspective part, and named Relevant Partial Board States or RPBS.
(
        <xref ref-type="bibr" rid="ref3">3</xref>
        ) Relationships between boards and patterns, i.e. between CBS and RPBS.
Figure 3 is a representation of the semantic memory content. As such, this has
naturally led us to consider two possible approaches for shaping and formalizing
the semantic memory:
(
        <xref ref-type="bibr" rid="ref1">1</xref>
        )A bi-part graph, where objects and attributes are nodes, and their edges standing
for their mutual relationships, such as in gure 4. The pre x 'master' seen in this
graph allows typing any graph (from the episodic memory), appended to the stored
parts of the long term semantic memory (Figure 5 shows how the semantic memory is
upgraded with parts coming out of the episodic memory). The root node suggests here
an arti cial referential element, neutral to the relationship 'edge'.
(
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) A conceptual model obtained after applying FCA.
      </p>
      <p>The graph representation has been implemented here with a graph oriented</p>
    </sec>
    <sec id="sec-2">
      <title>MASTER_RPBS</title>
    </sec>
    <sec id="sec-3">
      <title>MASTER_CBS</title>
      <p>ATTRIBUTE</p>
      <p>RPBS</p>
      <p>RELATED</p>
      <p>OBJECT</p>
      <p>CBS
DBMS (an open source system called Neo4j), and exploited. It works quite well
in most of the cases.</p>
      <p>However, observation has shown the following liabilities, that were
transformed into requirements for an FCA modeling:
{ The abstraction level is quite low, and still too close to the operational requirements
of the game.
{ When reasoning on patterns as pure attributes, any composition of patterns
inherits the valuation of its members. For instance, if two 'winning' RPBS, when
associated, could generate a con ict, the present approach would not detect it.
{ It is possible that the information appended from the episodic memory and some
already existing parts of the semantic memory, turn out to be redundant. The
present model does not prevent such a situation, neither does it cure it.
3.2</p>
      <p>The Contribution of FCA to the Semantic Memory</p>
      <p>Organization
FCA (Formal Concepts Analysis) [6] helps organizing and structuring
information presented as a collection of objects and their properties. Figure 3 shows that
the semantic memory content is a very good candidate for such a design. Thus,
it has been performed on the CBS/RPBS matrices presented in Figure 3, using
Concept Explorer (Conexp, [13]) an open source concept lattice builder. A recent
work on a neighboring application, related to semantic neural decoding [5] has
encouraged such an attempt. Human cognitive structures are neural, and an
imitative model, such as our Cognitive Semantic Memory, would probably bene t
from the same achievements. The discussed improvements are those described
in the following subsections.</p>
      <p>Reducing Redundancy, Optimizing Decision Making, Evaluating
Patterns Quality and Discovering New Patterns In Figure 6, three concepts
introduce more than ve noteworthy patterns (RPBS). This helps to reduce
redundancy, as mentioned previously, by merging these patterns into one, without
any loss of information on the whole set of acquired data. Let us note that FCA
concepts are sets of CBS sharing the same properties. This means that games
could be put into categories, and a classi cation of winning games and their
hierarchy, can be extracted from this work (see next subsection).</p>
      <p>Also, a hierarchy among the RPBS seems to appear. This might lead to a
more intelligent search on the matching RPBS (in the reasoning module of Figure
2) by reducing the number of homomorphisms applied to each board. Thus, the
decision making might take less time, without reducing the number of RPBS in
the search space.</p>
      <p>The RPBS introduced in the parent concepts of a common concept
(introducing at least one CBS) have potentially a common subpart, that could be
extracted as a new (and e cient) RPBS (see Figure 7).</p>
      <p>Also, RPBS have been weighted, in the COGITO system, according to their
presence frequency in winning, respectively losing games. We have tried to build
lattices based on this feature. Figure 8 shows the organization of the winning
games. Such a piece of information is crucial since it might help modifying the
RPBS weights.</p>
      <p>
        Discovering New Rules and Strategies Moreover, and unexpectedly,
Conexp has helped us nd rules featured as follows, that might be caused by
inclusions of RPBS:
where:
r &lt; n &gt; RP BSid(w) =&gt;&lt; m &gt; RP BSid1; RP BSid2; :::RP BSidk
(
        <xref ref-type="bibr" rid="ref1">1</xref>
        )
1. r is the rank of the rule. The better the rank, the more reliable the rule.
2. &lt; n &gt; represents the number of times the RPBS identi er (RP BSid) in the
hypothesis appears in a CBS.
3. m is the number of times the conclusion is found.
4. w represents the con dence associated to the rule. if w is equal to 100, it means that
each time the RP BSid is found, there is a 100 percent chance that it is followed
by the RP BSid1; RP BSid2; :::RP BSidk of the conclusion. w is the representation
of n=m. The following extract shows a few among those that have been found by
the system.
      </p>
      <p>This means that beyond the relationships between concepts (CBS) and
attributes (RPBS), FCA helps discovering possible dependancies amongst attributes
themselves, leading to a re-design of the noteworthy pattern notion.
Samples of Derived Rules
1 &lt; 7 &gt; RPBS2451946951846987668P [100 \%]
==&gt; &lt; 7 &gt; RPBS-4298734809266812793P RPBS5155796358318376653P
RPBS-332696813166452205P RPBS-7263297845748811357P</p>
      <p>RPBS2695868336796769590P RPBS844283409270944352P;
[..]
58 &lt; 20 &gt; RPBS6368401393598113686G [95 \%]=&gt;
&lt; 19 &gt; RPBS617699568208265822G;
[..]
The experiment has shown that FCA can provide very interesting modi cations
to the initial memory structure. For the moment this step has not been
automated, because we wanted to evaluate FCA added value: indeed, it has improved
the quality and reliability of the acquired knowledge. However, FCA must not be
run on a learning system, since it would bias the learning step (when the system
acquires new RPBS and CBS from games played against a human player). The
general idea is to re-design the memory with FCA, and this time, automatically,
but only after a reasonable number of games where the memory has more or less
acquired elements, and to rerun FCA only until another quite large number of
games have been played. During the game step, it would be valuable to store the
ongoing CBS in a concept. Concepts can be 'weighted' with values expressing
their reliability. Thus the ongoing CBS can inherit its parent concept present
weight and, bene ting from the lattice structure, drastically reduce the
number of possible RPBS (in the reasoning module). Also, it would be interesting
to constantly check stabilization in learning, in order to build a sort of a nal
lattice, which will represent a stable and 'mature' state of the semantic memory.
We also anticipate that the nal number of concepts will also stabilize. A future
experiment will be performed to determine the nal lattice size.</p>
    </sec>
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