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Integrated Intelligent Research (IIR) International Journal of Business Intelligents
Volume: 05 Issue: 02 December 2016 Page No.121-125
ISSN: 2278-2400
121
Findings of IBM WATSON procedural way to play
Jeopardy Game show
D.Asha[1]
and Dr.P.Mayilvahanan[2]
1.Research Scholar,Vels University.
2. Professor /Head Dept of Computer Application school of Computing sciences,Vels University.
ABSTRACT - Question Answering technology can be used
IBM WATSON method. It is a great advance to play the
Jeopardy game show. The show is very challenging. Because
the natural language questions to give the rapid fire answer. It
is based on general knowledge , high precision and confidence.
The Jeopardy is having four additional features and its very
important. The given the steps are first step is Daily Double
wagering, the second step Final jeopardy wagering, the third
step select the next square control on the board,and the fourth
confidence threshold for attempting to buzz. These decision are
using sophisticated strategies. It is compared with simple rule
strategies its give the chances to win the players. This articels
to developing the IBM WATSON game playing strategies.
After that to explain the game strategy algorithms with
description. we extend our finding of how the human to
performance on the show.
1.INTRODUCTION
Jeopardy is a very famous TV show in United State. The
program questions are huge challenging for human. A topics
from a broad arrays. The game full of humor and wordplay
.Jeopardy game rules are playing a regural episodes in 2013
jeopardy follow a two main rounds .In each round the player
will play the game based in 30 squares containing the five
square to organized in six different ways. In second round the
player will getting a high values dollars. A player select the
square depended on the categories. The host finish to read the
clue after the player to press the buzz and tell the answer.
Answer is correct the dollar value will be increased. If the
answer is incorrect the dollar value will be decreased. This is
the game rules.
IBM began computer system to contemplating building appear
on the Jeapardy game. Undertaking the Jeopardy game is a
very tough challenge of Deep Question Answering technology.
At the time of the state of art system is extremely very poor of
open domain in Question Answering technology. If the worded
is not on the passage or question is difficulty in the straight
forward way. Jeopardy is the strategic of play the game
required in decision making. The are four different types of
strategy, they are i)Daily Double (DD), ii)Final Jeopardy(FJ),
iii) Select the next square control on the board, iv) ‘buzz in’.
The Daily Double and Final Jeopardy is a critical section in
the game. In the specific on game given a outcomes of clues
make a difference to the players over all wining chance.
Watson played more than 100 sparring game on the television,
specifically validation study based on 55 games in the Watson ,
but Jeopardy is the champions of the game show.
2.APPROACH SIMULATION MODEL
When optimize the Watson strategies it is a million of
synthetic matches, faithfully the simulation model is more
important of this process. Simulation model is developing a
particular of human opponent models. The simulation to
optimize is establish the computer game researching. It is used
to provide play order in live game show. Simulation give a
play rules in the easy way, the perfect model simulator model
can be described how to examine a Watson vs human
Jeopardy. In 2010,the simple stochastic process model
enhanced only for noteworthy The Watson is revealed a
answer clue category in a dynamically all the the data captured
in historical data, they are paired randomly. The learning of
simulate was effect of instrumental in ultimate developing.
The stochastic process simulation model can informed by the
properties of the game environment, it is to explain the rules
of play and how to DD(Daily Double) placement probabilities.
The human contestants how to performance in the profile and
including the square selection. And the Watson to performance
in the profile for actual strategy algorithms, the relative for
“buzzability” of Watson vs human contestants. The human
model in the three different version corresponding we devised
three different levels of contestants in the Watson matches.
Human contestants are fitted in non tournament they are called
“Average contestants” this is Watson opponents in the series1
on sparring game. The much stronger in Watson opponents
they are called “Champion” this the series 2 on sparring game.
Finally who performance in metrics of the 10 best players they
are called “Grand champion”
2.1 Daily Double Placement
Daily Double is a frequencies of joint rows and columns in
Jeopardy. The data will be archive the Round 1 and Round 2
Daily Double placement. The following figure can explain
about daily double, it is fully based on well know observation
we found the lowest row in the board base on the top rows, for
example to appear first column are more likely at the same
time least likely in the second column. This is fashion of Daily
Double placement.
Figure 1: Red denotes high frequency and Blue denotes low
frequency.
Integrated Intelligent Research (IIR) International Journal of Business Intelligents
Volume: 05 Issue: 02 December 2016 Page No.121-125
ISSN: 2278-2400
122
Addition data include: The two second is not in the same
column, the row location was set independently of the column
within the game, this is the analytic insight from data. The
following is betting model of Daily Double accuracy. It is
based on the levels they are three different levels in Jeopardy
for Daily Double ,depend on the player performance level will
be placed the followed figure can explain about the betting
model. In two types, the betting will be happened one is score
and another one is time.
Figure 2: Average Round 2 mean DD bets of human
contestants in first place (A), second place (B) and third place
(C), as a function of player score (left), and clues played
in round (right).
The percentage will descried of levels. human contestants
Daily Double accuracy parameter is within 65% the human are
called “Average contestants, above 75% the contestants called
“Champion”, above 85% the contestants called “Grand
Champion”After finishing the Daily Double second round the
contestant moving on Final Jeopardy. figure can be explain the
clues give to player move the second round bet to score.
Champions and Grand Champions are best players they having
more advantage in game ,who are Champions and grand
champions move on automatically Final Jeopardy.
2.2 Final Jeopardy
The historical dataset obtain from Jeopardy, human accuracy
an swering Final Jeopardy. Accuracy the players are having in
three levels ,they are differ in Final Jeopardy the contestants
get 50% they are called average contestants ,above 60% are
champions, above 66% are Grand champion. In statistics are 8
is possible right and wrong triples it is clear the contestant in
the accuracy. We are implement three correlative process in
Final Jeopardy, they are the outcomes of random binary right
or wrong it is with related from values, and the suitable
thresholds covert the 0 or 1outcommes and third one is single
stochastic outcome triple
Figure 3: Distribution of human FJ bets by first-place player
“A” (left) and second-place player “B” (right), normalized by
leader score, as a function of B/A ratio.
The following figure can be explain the human bets of Final
Jeopardy. In this figure to describe the Final Jeopardy they are
three types of players corresponding name (A, B, C). “A” is a
first place, “B” is a second place, “C” is the third. When the
After a thorough examination, we decided to segment the
wagering data into six groups we used a three-way split based
on strategic breakpoints, We then devised wagering models for
A, B, and C5 that choose among various types of betting logic,
with probabilities based on observed frequencies in the data
groups.
2.3 Regular Clue Model
Stochastic model process of regular clues are randomly
generates the correlated binary triple to the players attempt to
buzz. The player randomly select the answer in the buzzing
way, the contestants to ability to win the matches, the buzz are
two tunable parameters one of the buzz attempt rate is assumed
“b” and the buzz correlation is assumed “ρb” .The following
figure can be explain the regular clue models in the Jeopardy.
Figure 4:Frequencies of seven possible regular-clue outcomes
in Jeopardy
Integrated Intelligent Research (IIR) International Journal of Business Intelligents
Volume: 05 Issue: 02 December 2016 Page No.121-125
ISSN: 2278-2400
123
The right/wrong outcomes are likewise governed by two
parameters, mean “precision b” or“precision” p, and
“right/wrong correlation” ρp. We set the four parameter values
b,ρb, p, and ρp by running extensive Monte-Carlo simulations
for many different parameter ombinations, and selecting the
combination yielding the best fit to observed historical
frequencies of the seven possible outcomes for regular clues, as
depicted in Figure 4. The outcome statistics are derived from
Jeopardy Archive records of more than 150K regular clues.
The parameter values we obtained for average contestants are:
b = 0.61, ρb = 0.2, p = 0.87and ρp = 0.2.
2.4 SQUARE SELECTION MODEL:
The contestants select a square based on given the category
square will be select the top to bottom on the board , the
contestant to choose across jumping category also There is a
further weak tendency to select categories moving left-to-right
across the board.
Figure 5: Estimates of Average Contestant buzz attempt rate
(b) and precision (p) as a function of round and row number.
Rows 1-5 denote first round clues, and rows6-10 denote second
round clues. Based on these observations, and on the likely
impact of Watson’s square selection, we developed, an
Average Contestant model of square selection which stays in
the current category with 60% probability, and otherwise
jumps to a random different category. When picking within a
category there is high probability (∼90%) of picking the
topmost available square. By contrast, we model Champion
and Grand Champion seeking based on the square selection
known row statistics of Daily Double placement.
3.OPTIMIZING WATSON STRATEGIES USING THE
SIMULATION MODEL
The simulator described in the previous section enables us to
estimate Watson’s performance for a given set of candidate
strategy modules, the simulation model is extensive in a
running time between a contests of Watson and two simulated
human opponents. TheWatson stochastic process models use
the same performance metrics as in the human models. The
parameter values were estimated from Jeopardy Archive test
sets, and were updated numerous times as Watson improved
over the course of the project. The Watson model also
estimates buzzabilit We estimated Watson’s buzzability against
two humans at ∼80% for average contestants, 73% for
Champions, and 70% for Grand Champions. In the designing
modules times computation speed is not important. Also
strategy runs on Watson’s “front-end,” in the single sever with
just a few cores, as its 3000-core“back-end” was dedicated to
QA computations. As a result, most of Watson’s is very fast in
the simulation model for the thousand and hundrends of games
can be performed in just a few CPU hours.
3.1Daily Double Wagering
We implemented a principled approach to DD betting, based
on estimating Watson’s likelihood of answering the DD clue
correctly, and estimating how a given bet will impact Watson’s
overall winning chances if he gets the DD right or wrong. The
former estimate is provided by an “in-category DD
confidence” model. Based on thousands of tests on historical
categories containing DDs, the model estimates Watson’s DD
accuracy giventhe number of previously seen clues in the
category that Watson got right and wrong.
Figure 6: (left) Equity estimates getting the DD right (top
curve) and wrong (bottom curve). (right) Bet equity curves at
five differences in-category confidence levels,
from 45% to 85%. Black dots show how the optimal risk-
neutral bet increases with confidence.
To estimate impact of a bet on winning chances, we follow the
work of Tesauro (1995) in using Reinforcement Learning
(Sutton & Barto, 1998) to train a Game State Evalua-tor (GSE)
over the course of millions of simulated Watson-vs-humans
games. Given afeature-vector description of a current game
state, the GSE implements smooth nonlinear function
approximation using a Multi-Layer Perceptron (Rumelhart,
Hinton, & Williams,1987) neural network architecture, and
outputs an estimate of the probability that Watson will
Integrated Intelligent Research (IIR) International Journal of Business Intelligents
Volume: 05 Issue: 02 December 2016 Page No.121-125
ISSN: 2278-2400
124
ultimately win from the current game state. The feature vector
encoded information such as the scores of the three players,
and various measures of the remaining amount of play in the
game The combination of GSE with in-category confidence
enables us to estimate E(bet)
E(bet) = pDD ∗ V (SW + bet, ...) + (1 − pDD) ∗ V (SW − bet,
...) (1)
where pDD is the in-category confidence, SW is Watson’s
current score, and V () is the game state evaluation after the
DD has been played, and Watson’s score either increases or
decreases by the bet. We can then obtain an optimal risk-
neutral bet by evaluating E(bet) for every legal bet, and
selecting the bet with highest equity. In practice, a literal
implementation of risk-neutral betting according to Equation 1
takes on a frightening amount of risk, and furthermore, the
calculation may contain at least three different sources of error:
(i) the GSE may exhibit function approximation errors; (ii)the
simulator used to train the GSE may exhibit modeling errors;
(iii) confidence estimates may have errors due to limited test-
set data.
3.2 Final Jeopardy Wagering
Final Jeopardy wagering involves computation of a “Best-
Response” strategy to the human approach model presented in
jeopardy. Attempt to compute of the considered a Nash
Equilibrium strategy, but decided against it for two reasons.
First, due to the imperfect information in Final Jeopardy we
would in principle need to compute a Bayes-Nash equilibrium
(BNE), which entails considerably more modeling and
computational challenges. Second, it seems far-fetched to
assume that Watson’s opponents would play their part of a
Nash equilibrium or BNE, since average contestants have not
studied game theory.
By using a Best-Response instead of a BNE strategy we aim to
more effectively exploit. Human can statergy the error will be
happened in the historical data in jeopardy We realized that
this potentially exposes Watson to two types of risk. First, if
Watson’s live opponents turned out to use BNE or other more
sophisticated strategies than those built into our human models,
Watson might do better by playing the BNE strategy.
3.3 Square Selection
We considered four different factors that could conceivably be
relevant to the optimal overall objective for Watson in deciding
which square to select in a given game state:
Selecting a Daily Double square: Finding the DDs quickly can
provide an excellent opportunity for Watson to significantly
boost his game standing, while also denying that opportunity to
the other players.
Retaining control of the board: this involves estimating
categories and/or square values where Watson has the greatest
chance to win the buzz and answer correctly. This would give
Watson another chance to try to find a DD, if the selected
square turns out to be a regular clue.
Maximizing expected score change: This concept seeks the
best combination of high expected accuracy with highest dollar
value of available clues to obtain the biggest boost in Watson’s
score on the next square. We calculate pDD(i), the probability
that square i contains a DD, according to principlesof Bayesian
inference: we combine Bayesian prior probabilities, taken from
historical frequencies of DD locations, with evidence from
revealed questions according to Bayes’ rule, to obtain posterior
probabilities.
In Round 1, there is only one DD, so computation of posterior
probabilities is easy. Let p(i) denote the prior probability that
square i contains a DD. Let p(¬i) = 1 − p(i) denote the prior
probability that i does not contain a DD. Now assume that a
square j is revealed not to contain a DD. The posterior
probability p(i|¬j) according to Bayes’ rule is given by:
where p(¬j|i) = 1 by definition, assuming
i 6= j. Of course, once the DD has been revealed, p(i) values
for other squares are set to zero. We therefore maintain a joint
probability distribution p(i, j) indicating the probability that
squares i and j both contain DDs. We initialize p(i, j) to prior
values, using joint DD location frequencies in the historical
data. Now assume that square k is revealed not to contain a
DD. The posterior probability p(i, j|¬k) is computed according
to Bayes’ rule as:
If a square k is discovered to contain a DD, then the rest of the
board can be updated
similarly:
where p(k|i, j) = 1 if k = i or k = j, else it equals 0.
3.4 Confidence Threshold for Attemmpting To Buzz
An approximate threshold calculation based on a “Max-Delta”
objective In principle, there is an exact optimal binary buzz-in
policy within our simulation model ~B∗(c, D) = (B∗0 (c,
D),B∗1 (c, D),B∗2 (c ,D),B3 (c ,D)) for any game state with a
clue currently in play, given Watson’s confidence c and the
dollar value D of the current clue. The policy components B ∗ i
(c ,D) result from testing whether c exceeds a set of optimal
threshold values {θ ∗ i , i = 0, 1, 2, 3}. There are four such
values corresponding to the four possible states in
Integrated Intelligent Research (IIR) International Journal of Business Intelligents
Volume: 05 Issue: 02 December 2016 Page No.121-125
ISSN: 2278-2400
125
Figure 7: Watson’s initial buzz threshold vs. score on the last
clue ($2000) before FJ.
which Watson may buzz: the initial state, first rebound where
human1 answered incorrectly, first rebound where human2
answered incorrectly, and the second rebound where both
humans answered incorrectly. The optimal policy can be
calculated using Dynamic Programming (DP) techniques
.relation between the human game state with K clues
remaining before FJ, and values of the possible successor states
with K − 1 clues remaining:
References
[1] Ainslie, G. (2001). Breakdown of will. Cambridge Univ.
Press.
[2] Axelrod, R. (1984). The Evolution of Cooeration. Basic
Books.
[3] Bertsekas, D. P. (1995). Dynamic Programming and
Optimal Control. Athena Scientific.249
[4] Billings, D. (2000). The first international RoShamBo
programming competition. Intl Computer Games Assn.
Journal, 23(1), 42–50.
[5] Billings, D., Davidson, A., Schaeffer, J., & Szafron, D.
(2002). The challenge of poker. Artificial intelligence,
134(1-2), 201–240.
[6] Dupee, M. (1998). How to Get on Jeopardy and Win
Citadel Press.
[7] Ferrucci, D., Brown, E., Chu-Carroll, J., Fan, J., Gondek,
D., Kalyanpur, A. A., ..., & Welty,
[8] C. (2010). BuildingWatson: an Overview of the DeepQA
Project. AI Magazine, 31(3),59–79.
[9] Fudenberg, D., & Tirole, J. (1991). Game Theory. MIT
Press, Cambridge, MA.
[10]Ginsberg, M. L. (1999). GIB: Steps toward an expert-level
bridge-playing program. In
[11]Dean, T. (Ed.), Proc. of the Sixteenth Intl.joint Conf on
Ariticial Intelligence, pp.584–589,
[12]San Francisco. Morgan Kaufmann Publishers.Harris, B.
(2006).

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IBM WATSON Jeopardy game strategies

  • 1. Integrated Intelligent Research (IIR) International Journal of Business Intelligents Volume: 05 Issue: 02 December 2016 Page No.121-125 ISSN: 2278-2400 121 Findings of IBM WATSON procedural way to play Jeopardy Game show D.Asha[1] and Dr.P.Mayilvahanan[2] 1.Research Scholar,Vels University. 2. Professor /Head Dept of Computer Application school of Computing sciences,Vels University. ABSTRACT - Question Answering technology can be used IBM WATSON method. It is a great advance to play the Jeopardy game show. The show is very challenging. Because the natural language questions to give the rapid fire answer. It is based on general knowledge , high precision and confidence. The Jeopardy is having four additional features and its very important. The given the steps are first step is Daily Double wagering, the second step Final jeopardy wagering, the third step select the next square control on the board,and the fourth confidence threshold for attempting to buzz. These decision are using sophisticated strategies. It is compared with simple rule strategies its give the chances to win the players. This articels to developing the IBM WATSON game playing strategies. After that to explain the game strategy algorithms with description. we extend our finding of how the human to performance on the show. 1.INTRODUCTION Jeopardy is a very famous TV show in United State. The program questions are huge challenging for human. A topics from a broad arrays. The game full of humor and wordplay .Jeopardy game rules are playing a regural episodes in 2013 jeopardy follow a two main rounds .In each round the player will play the game based in 30 squares containing the five square to organized in six different ways. In second round the player will getting a high values dollars. A player select the square depended on the categories. The host finish to read the clue after the player to press the buzz and tell the answer. Answer is correct the dollar value will be increased. If the answer is incorrect the dollar value will be decreased. This is the game rules. IBM began computer system to contemplating building appear on the Jeapardy game. Undertaking the Jeopardy game is a very tough challenge of Deep Question Answering technology. At the time of the state of art system is extremely very poor of open domain in Question Answering technology. If the worded is not on the passage or question is difficulty in the straight forward way. Jeopardy is the strategic of play the game required in decision making. The are four different types of strategy, they are i)Daily Double (DD), ii)Final Jeopardy(FJ), iii) Select the next square control on the board, iv) ‘buzz in’. The Daily Double and Final Jeopardy is a critical section in the game. In the specific on game given a outcomes of clues make a difference to the players over all wining chance. Watson played more than 100 sparring game on the television, specifically validation study based on 55 games in the Watson , but Jeopardy is the champions of the game show. 2.APPROACH SIMULATION MODEL When optimize the Watson strategies it is a million of synthetic matches, faithfully the simulation model is more important of this process. Simulation model is developing a particular of human opponent models. The simulation to optimize is establish the computer game researching. It is used to provide play order in live game show. Simulation give a play rules in the easy way, the perfect model simulator model can be described how to examine a Watson vs human Jeopardy. In 2010,the simple stochastic process model enhanced only for noteworthy The Watson is revealed a answer clue category in a dynamically all the the data captured in historical data, they are paired randomly. The learning of simulate was effect of instrumental in ultimate developing. The stochastic process simulation model can informed by the properties of the game environment, it is to explain the rules of play and how to DD(Daily Double) placement probabilities. The human contestants how to performance in the profile and including the square selection. And the Watson to performance in the profile for actual strategy algorithms, the relative for “buzzability” of Watson vs human contestants. The human model in the three different version corresponding we devised three different levels of contestants in the Watson matches. Human contestants are fitted in non tournament they are called “Average contestants” this is Watson opponents in the series1 on sparring game. The much stronger in Watson opponents they are called “Champion” this the series 2 on sparring game. Finally who performance in metrics of the 10 best players they are called “Grand champion” 2.1 Daily Double Placement Daily Double is a frequencies of joint rows and columns in Jeopardy. The data will be archive the Round 1 and Round 2 Daily Double placement. The following figure can explain about daily double, it is fully based on well know observation we found the lowest row in the board base on the top rows, for example to appear first column are more likely at the same time least likely in the second column. This is fashion of Daily Double placement. Figure 1: Red denotes high frequency and Blue denotes low frequency.
  • 2. Integrated Intelligent Research (IIR) International Journal of Business Intelligents Volume: 05 Issue: 02 December 2016 Page No.121-125 ISSN: 2278-2400 122 Addition data include: The two second is not in the same column, the row location was set independently of the column within the game, this is the analytic insight from data. The following is betting model of Daily Double accuracy. It is based on the levels they are three different levels in Jeopardy for Daily Double ,depend on the player performance level will be placed the followed figure can explain about the betting model. In two types, the betting will be happened one is score and another one is time. Figure 2: Average Round 2 mean DD bets of human contestants in first place (A), second place (B) and third place (C), as a function of player score (left), and clues played in round (right). The percentage will descried of levels. human contestants Daily Double accuracy parameter is within 65% the human are called “Average contestants, above 75% the contestants called “Champion”, above 85% the contestants called “Grand Champion”After finishing the Daily Double second round the contestant moving on Final Jeopardy. figure can be explain the clues give to player move the second round bet to score. Champions and Grand Champions are best players they having more advantage in game ,who are Champions and grand champions move on automatically Final Jeopardy. 2.2 Final Jeopardy The historical dataset obtain from Jeopardy, human accuracy an swering Final Jeopardy. Accuracy the players are having in three levels ,they are differ in Final Jeopardy the contestants get 50% they are called average contestants ,above 60% are champions, above 66% are Grand champion. In statistics are 8 is possible right and wrong triples it is clear the contestant in the accuracy. We are implement three correlative process in Final Jeopardy, they are the outcomes of random binary right or wrong it is with related from values, and the suitable thresholds covert the 0 or 1outcommes and third one is single stochastic outcome triple Figure 3: Distribution of human FJ bets by first-place player “A” (left) and second-place player “B” (right), normalized by leader score, as a function of B/A ratio. The following figure can be explain the human bets of Final Jeopardy. In this figure to describe the Final Jeopardy they are three types of players corresponding name (A, B, C). “A” is a first place, “B” is a second place, “C” is the third. When the After a thorough examination, we decided to segment the wagering data into six groups we used a three-way split based on strategic breakpoints, We then devised wagering models for A, B, and C5 that choose among various types of betting logic, with probabilities based on observed frequencies in the data groups. 2.3 Regular Clue Model Stochastic model process of regular clues are randomly generates the correlated binary triple to the players attempt to buzz. The player randomly select the answer in the buzzing way, the contestants to ability to win the matches, the buzz are two tunable parameters one of the buzz attempt rate is assumed “b” and the buzz correlation is assumed “ρb” .The following figure can be explain the regular clue models in the Jeopardy. Figure 4:Frequencies of seven possible regular-clue outcomes in Jeopardy
  • 3. Integrated Intelligent Research (IIR) International Journal of Business Intelligents Volume: 05 Issue: 02 December 2016 Page No.121-125 ISSN: 2278-2400 123 The right/wrong outcomes are likewise governed by two parameters, mean “precision b” or“precision” p, and “right/wrong correlation” ρp. We set the four parameter values b,ρb, p, and ρp by running extensive Monte-Carlo simulations for many different parameter ombinations, and selecting the combination yielding the best fit to observed historical frequencies of the seven possible outcomes for regular clues, as depicted in Figure 4. The outcome statistics are derived from Jeopardy Archive records of more than 150K regular clues. The parameter values we obtained for average contestants are: b = 0.61, ρb = 0.2, p = 0.87and ρp = 0.2. 2.4 SQUARE SELECTION MODEL: The contestants select a square based on given the category square will be select the top to bottom on the board , the contestant to choose across jumping category also There is a further weak tendency to select categories moving left-to-right across the board. Figure 5: Estimates of Average Contestant buzz attempt rate (b) and precision (p) as a function of round and row number. Rows 1-5 denote first round clues, and rows6-10 denote second round clues. Based on these observations, and on the likely impact of Watson’s square selection, we developed, an Average Contestant model of square selection which stays in the current category with 60% probability, and otherwise jumps to a random different category. When picking within a category there is high probability (∼90%) of picking the topmost available square. By contrast, we model Champion and Grand Champion seeking based on the square selection known row statistics of Daily Double placement. 3.OPTIMIZING WATSON STRATEGIES USING THE SIMULATION MODEL The simulator described in the previous section enables us to estimate Watson’s performance for a given set of candidate strategy modules, the simulation model is extensive in a running time between a contests of Watson and two simulated human opponents. TheWatson stochastic process models use the same performance metrics as in the human models. The parameter values were estimated from Jeopardy Archive test sets, and were updated numerous times as Watson improved over the course of the project. The Watson model also estimates buzzabilit We estimated Watson’s buzzability against two humans at ∼80% for average contestants, 73% for Champions, and 70% for Grand Champions. In the designing modules times computation speed is not important. Also strategy runs on Watson’s “front-end,” in the single sever with just a few cores, as its 3000-core“back-end” was dedicated to QA computations. As a result, most of Watson’s is very fast in the simulation model for the thousand and hundrends of games can be performed in just a few CPU hours. 3.1Daily Double Wagering We implemented a principled approach to DD betting, based on estimating Watson’s likelihood of answering the DD clue correctly, and estimating how a given bet will impact Watson’s overall winning chances if he gets the DD right or wrong. The former estimate is provided by an “in-category DD confidence” model. Based on thousands of tests on historical categories containing DDs, the model estimates Watson’s DD accuracy giventhe number of previously seen clues in the category that Watson got right and wrong. Figure 6: (left) Equity estimates getting the DD right (top curve) and wrong (bottom curve). (right) Bet equity curves at five differences in-category confidence levels, from 45% to 85%. Black dots show how the optimal risk- neutral bet increases with confidence. To estimate impact of a bet on winning chances, we follow the work of Tesauro (1995) in using Reinforcement Learning (Sutton & Barto, 1998) to train a Game State Evalua-tor (GSE) over the course of millions of simulated Watson-vs-humans games. Given afeature-vector description of a current game state, the GSE implements smooth nonlinear function approximation using a Multi-Layer Perceptron (Rumelhart, Hinton, & Williams,1987) neural network architecture, and outputs an estimate of the probability that Watson will
  • 4. Integrated Intelligent Research (IIR) International Journal of Business Intelligents Volume: 05 Issue: 02 December 2016 Page No.121-125 ISSN: 2278-2400 124 ultimately win from the current game state. The feature vector encoded information such as the scores of the three players, and various measures of the remaining amount of play in the game The combination of GSE with in-category confidence enables us to estimate E(bet) E(bet) = pDD ∗ V (SW + bet, ...) + (1 − pDD) ∗ V (SW − bet, ...) (1) where pDD is the in-category confidence, SW is Watson’s current score, and V () is the game state evaluation after the DD has been played, and Watson’s score either increases or decreases by the bet. We can then obtain an optimal risk- neutral bet by evaluating E(bet) for every legal bet, and selecting the bet with highest equity. In practice, a literal implementation of risk-neutral betting according to Equation 1 takes on a frightening amount of risk, and furthermore, the calculation may contain at least three different sources of error: (i) the GSE may exhibit function approximation errors; (ii)the simulator used to train the GSE may exhibit modeling errors; (iii) confidence estimates may have errors due to limited test- set data. 3.2 Final Jeopardy Wagering Final Jeopardy wagering involves computation of a “Best- Response” strategy to the human approach model presented in jeopardy. Attempt to compute of the considered a Nash Equilibrium strategy, but decided against it for two reasons. First, due to the imperfect information in Final Jeopardy we would in principle need to compute a Bayes-Nash equilibrium (BNE), which entails considerably more modeling and computational challenges. Second, it seems far-fetched to assume that Watson’s opponents would play their part of a Nash equilibrium or BNE, since average contestants have not studied game theory. By using a Best-Response instead of a BNE strategy we aim to more effectively exploit. Human can statergy the error will be happened in the historical data in jeopardy We realized that this potentially exposes Watson to two types of risk. First, if Watson’s live opponents turned out to use BNE or other more sophisticated strategies than those built into our human models, Watson might do better by playing the BNE strategy. 3.3 Square Selection We considered four different factors that could conceivably be relevant to the optimal overall objective for Watson in deciding which square to select in a given game state: Selecting a Daily Double square: Finding the DDs quickly can provide an excellent opportunity for Watson to significantly boost his game standing, while also denying that opportunity to the other players. Retaining control of the board: this involves estimating categories and/or square values where Watson has the greatest chance to win the buzz and answer correctly. This would give Watson another chance to try to find a DD, if the selected square turns out to be a regular clue. Maximizing expected score change: This concept seeks the best combination of high expected accuracy with highest dollar value of available clues to obtain the biggest boost in Watson’s score on the next square. We calculate pDD(i), the probability that square i contains a DD, according to principlesof Bayesian inference: we combine Bayesian prior probabilities, taken from historical frequencies of DD locations, with evidence from revealed questions according to Bayes’ rule, to obtain posterior probabilities. In Round 1, there is only one DD, so computation of posterior probabilities is easy. Let p(i) denote the prior probability that square i contains a DD. Let p(¬i) = 1 − p(i) denote the prior probability that i does not contain a DD. Now assume that a square j is revealed not to contain a DD. The posterior probability p(i|¬j) according to Bayes’ rule is given by: where p(¬j|i) = 1 by definition, assuming i 6= j. Of course, once the DD has been revealed, p(i) values for other squares are set to zero. We therefore maintain a joint probability distribution p(i, j) indicating the probability that squares i and j both contain DDs. We initialize p(i, j) to prior values, using joint DD location frequencies in the historical data. Now assume that square k is revealed not to contain a DD. The posterior probability p(i, j|¬k) is computed according to Bayes’ rule as: If a square k is discovered to contain a DD, then the rest of the board can be updated similarly: where p(k|i, j) = 1 if k = i or k = j, else it equals 0. 3.4 Confidence Threshold for Attemmpting To Buzz An approximate threshold calculation based on a “Max-Delta” objective In principle, there is an exact optimal binary buzz-in policy within our simulation model ~B∗(c, D) = (B∗0 (c, D),B∗1 (c, D),B∗2 (c ,D),B3 (c ,D)) for any game state with a clue currently in play, given Watson’s confidence c and the dollar value D of the current clue. The policy components B ∗ i (c ,D) result from testing whether c exceeds a set of optimal threshold values {θ ∗ i , i = 0, 1, 2, 3}. There are four such values corresponding to the four possible states in
  • 5. Integrated Intelligent Research (IIR) International Journal of Business Intelligents Volume: 05 Issue: 02 December 2016 Page No.121-125 ISSN: 2278-2400 125 Figure 7: Watson’s initial buzz threshold vs. score on the last clue ($2000) before FJ. which Watson may buzz: the initial state, first rebound where human1 answered incorrectly, first rebound where human2 answered incorrectly, and the second rebound where both humans answered incorrectly. The optimal policy can be calculated using Dynamic Programming (DP) techniques .relation between the human game state with K clues remaining before FJ, and values of the possible successor states with K − 1 clues remaining: References [1] Ainslie, G. (2001). Breakdown of will. Cambridge Univ. Press. [2] Axelrod, R. (1984). The Evolution of Cooeration. Basic Books. [3] Bertsekas, D. P. (1995). Dynamic Programming and Optimal Control. Athena Scientific.249 [4] Billings, D. (2000). The first international RoShamBo programming competition. Intl Computer Games Assn. Journal, 23(1), 42–50. [5] Billings, D., Davidson, A., Schaeffer, J., & Szafron, D. (2002). The challenge of poker. Artificial intelligence, 134(1-2), 201–240. [6] Dupee, M. (1998). How to Get on Jeopardy and Win Citadel Press. [7] Ferrucci, D., Brown, E., Chu-Carroll, J., Fan, J., Gondek, D., Kalyanpur, A. A., ..., & Welty, [8] C. (2010). BuildingWatson: an Overview of the DeepQA Project. AI Magazine, 31(3),59–79. [9] Fudenberg, D., & Tirole, J. (1991). Game Theory. MIT Press, Cambridge, MA. [10]Ginsberg, M. L. (1999). GIB: Steps toward an expert-level bridge-playing program. In [11]Dean, T. (Ed.), Proc. of the Sixteenth Intl.joint Conf on Ariticial Intelligence, pp.584–589, [12]San Francisco. Morgan Kaufmann Publishers.Harris, B. (2006).