9 research outputs found

    Depth, balancing, and limits of the Elo model

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    -Much work has been devoted to the computational complexity of games. However, they are not necessarily relevant for estimating the complexity in human terms. Therefore, human-centered measures have been proposed, e.g. the depth. This paper discusses the depth of various games, extends it to a continuous measure. We provide new depth results and present tool (given-first-move, pie rule, size extension) for increasing it. We also use these measures for analyzing games and opening moves in Y, NoGo, Killall Go, and the effect of pie rules

    Multiple Overlapping Tiles for Contextual Monte Carlo Tree Search

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    International audienceMonte Carlo Tree Search is a recent algorithm that achieves more and more successes in various domains. We propose an improvement of the Monte Carlo part of the algorithm by modifying the simulations depending on the context. The modification is based on a reward function learned on a tiling of the space of Monte Carlo simulations. The tiling is done by regrouping the Monte Carlo simulations where two moves have been selected by one player. We show that it is very efficient by experimenting on the game of Havannah

    Guiding multiplayer MCTS by focusing on yourself

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    In n-player sequential move games, the second root-player move appears at tree depth n + 1. Depending on n and time, tree search techniques can struggle to expand the game tree deeply enough to find multiple-move plans of the root player, which is often more important for strategic play than considering every possible opponent move in between. The minimax-based Paranoid search and BRS+ algorithms currently achieve state-of-the-art performance, especially at short time settings, by using a generally incorrect opponent model.

    Intelligent Agents for the Game of Go

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    International audienceMonte-Carlo Tree Search (MCTS) is a very efficient recent technology for games and planning, par- ticularly in the high-dimensional case, when the number of time steps is moderate and when there is no natural evaluation function. Surprisingly, MCTS makes very little use of learning. In this paper, we present four techniques (ontologies, Bernstein races, Contextual Monte-Carlo and poolRave) for learning agents in Monte-Carlo Tree Search, and experiment them in difficult games and in particular, the game of Go

    A Survey of Monte Carlo Tree Search Methods

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    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

    Creating an Upper-Confidence-Tree program for Havannah

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    ... huge improvements in computer-Go. In this paper, we test the generality of the approach by experimenting on another game, Havannah, which is known for being especially difficult for computers. We show that the same results hold, with slight differences related to the absence of clearly known patterns for the game of Havannah, in spite of the fact that Havannah is more related to connection games like Hex than to territory games like Go

    Monte-Carlo tree search enhancements for one-player and two-player domains

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