3,500 research outputs found
Combining Planning and Deep Reinforcement Learning in Tactical Decision Making for Autonomous Driving
Tactical decision making for autonomous driving is challenging due to the
diversity of environments, the uncertainty in the sensor information, and the
complex interaction with other road users. This paper introduces a general
framework for tactical decision making, which combines the concepts of planning
and learning, in the form of Monte Carlo tree search and deep reinforcement
learning. The method is based on the AlphaGo Zero algorithm, which is extended
to a domain with a continuous state space where self-play cannot be used. The
framework is applied to two different highway driving cases in a simulated
environment and it is shown to perform better than a commonly used baseline
method. The strength of combining planning and learning is also illustrated by
a comparison to using the Monte Carlo tree search or the neural network policy
separately
A Survey of Monte Carlo Tree Search Methods
Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work
Monte Carlo Tree Search with Heuristic Evaluations using Implicit Minimax Backups
Monte Carlo Tree Search (MCTS) has improved the performance of game engines
in domains such as Go, Hex, and general game playing. MCTS has been shown to
outperform classic alpha-beta search in games where good heuristic evaluations
are difficult to obtain. In recent years, combining ideas from traditional
minimax search in MCTS has been shown to be advantageous in some domains, such
as Lines of Action, Amazons, and Breakthrough. In this paper, we propose a new
way to use heuristic evaluations to guide the MCTS search by storing the two
sources of information, estimated win rates and heuristic evaluations,
separately. Rather than using the heuristic evaluations to replace the
playouts, our technique backs them up implicitly during the MCTS simulations.
These minimax values are then used to guide future simulations. We show that
using implicit minimax backups leads to stronger play performance in Kalah,
Breakthrough, and Lines of Action.Comment: 24 pages, 7 figures, 9 tables, expanded version of paper presented at
IEEE Conference on Computational Intelligence and Games (CIG) 2014 conferenc
Decentralized Cooperative Planning for Automated Vehicles with Hierarchical Monte Carlo Tree Search
Today's automated vehicles lack the ability to cooperate implicitly with
others. This work presents a Monte Carlo Tree Search (MCTS) based approach for
decentralized cooperative planning using macro-actions for automated vehicles
in heterogeneous environments. Based on cooperative modeling of other agents
and Decoupled-UCT (a variant of MCTS), the algorithm evaluates the
state-action-values of each agent in a cooperative and decentralized manner,
explicitly modeling the interdependence of actions between traffic
participants. Macro-actions allow for temporal extension over multiple time
steps and increase the effective search depth requiring fewer iterations to
plan over longer horizons. Without predefined policies for macro-actions, the
algorithm simultaneously learns policies over and within macro-actions. The
proposed method is evaluated under several conflict scenarios, showing that the
algorithm can achieve effective cooperative planning with learned macro-actions
in heterogeneous environments
Bootstrapping Monte Carlo Tree Search with an Imperfect Heuristic
We consider the problem of using a heuristic policy to improve the value
approximation by the Upper Confidence Bound applied in Trees (UCT) algorithm in
non-adversarial settings such as planning with large-state space Markov
Decision Processes. Current improvements to UCT focus on either changing the
action selection formula at the internal nodes or the rollout policy at the
leaf nodes of the search tree. In this work, we propose to add an auxiliary arm
to each of the internal nodes, and always use the heuristic policy to roll out
simulations at the auxiliary arms. The method aims to get fast convergence to
optimal values at states where the heuristic policy is optimal, while retaining
similar approximation as the original UCT in other states. We show that
bootstrapping with the proposed method in the new algorithm, UCT-Aux, performs
better compared to the original UCT algorithm and its variants in two benchmark
experiment settings. We also examine conditions under which UCT-Aux works well.Comment: 16 pages, accepted for presentation at ECML'1
MCTS-minimax hybrids with state evaluations
Monte-Carlo Tree Search (MCTS) has been found to show weaker play than minimax-based search in some tactical game domains. In order to combine the tactical strength of minimax and the strategic strength of MCTS, MCTS-minimax hybrids have been proposed in prior work. This arti
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