On Competing Agents Consistent with Expert Knowledge

We aim to advance in constructing collaborative agents able to acquire the contents of human vocabulary associated with competitions. Refining the framework and criteria of performance of agents we project the study on the class of game tree represented competition problems. For known representative of the class - chess like combinatorial games, we categorize the contents of a comprehensive repository of units of chess vocabulary by formal structures of attributes, goals, strategies, plans, etc. We define Personalized Planning and Integrated Testing algorithms able to elaborate moves in target positions dependent on those categories of chess knowledge. We then demonstrate the effectiveness of the algorithms by experiments in acquisition the solutions of two top Botvinnik's tests - the Reti and Nodareishvili etudes. For min max game tree based search algorithms these etudes appears to be computationally hard due the depth of the required analysis and very dependence on the expert knowledge.

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