197 research outputs found

    Beyond Monte Carlo Tree Search: Playing Go with Deep Alternative Neural Network and Long-Term Evaluation

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    Monte Carlo tree search (MCTS) is extremely popular in computer Go which determines each action by enormous simulations in a broad and deep search tree. However, human experts select most actions by pattern analysis and careful evaluation rather than brute search of millions of future nteractions. In this paper, we propose a computer Go system that follows experts way of thinking and playing. Our system consists of two parts. The first part is a novel deep alternative neural network (DANN) used to generate candidates of next move. Compared with existing deep convolutional neural network (DCNN), DANN inserts recurrent layer after each convolutional layer and stacks them in an alternative manner. We show such setting can preserve more contexts of local features and its evolutions which are beneficial for move prediction. The second part is a long-term evaluation (LTE) module used to provide a reliable evaluation of candidates rather than a single probability from move predictor. This is consistent with human experts nature of playing since they can foresee tens of steps to give an accurate estimation of candidates. In our system, for each candidate, LTE calculates a cumulative reward after several future interactions when local variations are settled. Combining criteria from the two parts, our system determines the optimal choice of next move. For more comprehensive experiments, we introduce a new professional Go dataset (PGD), consisting of 253233 professional records. Experiments on GoGoD and PGD datasets show the DANN can substantially improve performance of move prediction over pure DCNN. When combining LTE, our system outperforms most relevant approaches and open engines based on MCTS.Comment: AAAI 201

    Mastering the Game of Gomoku without Human Knowledge

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    Gomoku, also called Five in a row, is one of the earliest checkerboard games invented by humans. For a long time, it has brought countless pleasures to us. We humans, as players, also created a lot of skills in playing it. Scientists normalize and enter these skills into the computer so that the computer knows how to play Gomoku. However, the computer just plays following the pre-entered skills, it doesn’t know how to develop these skills by itself. Inspired by Google’s AlphaGo Zero, in this thesis, by combining the technologies of Monte Carlo Tree Search, Deep Neural Networks, and Reinforcement Learning, we propose a system that trains machine Gomoku players without prior human skills. These are self-evolving players that no prior knowledge is given. They develop their own skills from scratch by themselves. We have run this system for a month and half, during which time 150 different players were generated. The later these players were generated, the stronger abilities they have. During the training, beginning with zero knowledge, these players developed a row-based bottom-up strategy, followed by a column-based bottom-up strategy, and finally, a more flexible and intelligible strategy with a preference to the surrounding squares. Although even the latest players do not have strong capacities and thus couldn’t be regarded as strong AI agents, they still show the abilities to learn from the previous games. Therefore, this thesis proves that it is possible for the machine Gomoku player to evolve by itself without human knowledge. These players are on the right track, with continuous training, they would become better Gomoku players

    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

    Neural Network Development in an Artificial Intelligence Gomoku Program

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    The game of Gomoku, also called Five in a Row, is an abstract strategy board game. The Gomoku program is constructed upon an algebraic monomial theory to aid values for each possible move and estimate chances for the artificial intelligence program to accomplish a winning path for each move and rounds. With the utilization of the monomial theory, winning configurations are successfully converted into monomials of variables which are represented on board positions. In the artificial intelligence program, an arduous task is how to perform the present configuration of the Gomoku game along with the past moves of the two players. The monomials utilized can generate the artificial intelligence to efficiently interpret the current state and the history of the game. They can also acquiese the artificial intelligence to generate the potential values for future actions from the present state and history of decisions made by the individuals. In extension, implementing the Monte Carlo Tree Search to examine an achievable winning approach for the artificial intelligence. The particular monomials aid to reduce the search capacity in order to benefit estimate rates for analysis of the historical moves and analysis of the future actions. The artificial intelligence Gomoku program with algebraic monomial theory is efficient at high competitive Gomoku. In this current situation, the artificial intelligence can defeat its predecessor and defeat the top rated AI (Wine) ranked 7th in the Gomocup rankings

    Improvements to MCTS Simulation Policies in Go

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    Since its introduction in 2006, Monte-Carlo Tree Search has been a major breakthrough in computer Go. Performance of an MCTS engine is highly dependent on the quality of its simulations, though despite this, simulations remain one of the most poorly understand aspects of MCTS. In this paper, we explore in-depth the simulations policy of Pachi, an open-source computer Go agent. This research attempts to better understand how simulation policies affect the overall performance of MCTS, building on prior work in the field by doing so. Through this research we develop a deeper understanding of the underlying components in Pachi\u27s simulation policy, which are common to many modern MCTS Go engines, and evaluate the metrics used to measure them
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