As part of his research at Carnegie Mellon University during the early 80s, Paul S. Rosenbloom developed the strong Othello program Iago[5], described in detail in a 1981 CMU technical report [6], republished in a 1982 Artificial Intelligence Journal article. Iago performed an alpha-beta search with iterative deepening, along with a heuristic leaf evaluation consisting of four components based on the analysis of Othello strategy, edge stability, internal stability [7], current mobility and potential mobility. These components are weighted by coefficients as suggested by Hans Berliner[8], and then summed to yield a single value for the evaluation. Two of the coefficients vary with move number to reflect the relative importance of those components during different stages of the game - already a tapered evaluation.
an American cognitve scientist, computer scientist, AI researcher, professor in the computer science department at University of Southern California (USC) and director of cognitive architectures at USC's Institute for Creative Technologies (ICT). He received a B.Sc. degree in mathematical sciences from Stanford University in 1976 and M.Sc. and Ph.D. degrees in computer science from Carnegie Mellon University in 1978 and 1983, where his advisor was Allen Newell. Along with John E. Laird and Allen Newell, Paul S. Rosenbloom created the Soar cognitive architecture [1] at CMU, and more recently, at USC, the Sigma graphical cognitive architecture [2] [3].
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Iago
As part of his research at Carnegie Mellon University during the early 80s, Paul S. Rosenbloom developed the strong Othello program Iago [5], described in detail in a 1981 CMU technical report [6], republished in a 1982 Artificial Intelligence Journal article. Iago performed an alpha-beta search with iterative deepening, along with a heuristic leaf evaluation consisting of four components based on the analysis of Othello strategy, edge stability, internal stability [7], current mobility and potential mobility. These components are weighted by coefficients as suggested by Hans Berliner [8], and then summed to yield a single value for the evaluation. Two of the coefficients vary with move number to reflect the relative importance of those components during different stages of the game - already a tapered evaluation.Selected Publications
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