4,410 research outputs found

    Improving Search with Supervised Learning in Trick-Based Card Games

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    In trick-taking card games, a two-step process of state sampling and evaluation is widely used to approximate move values. While the evaluation component is vital, the accuracy of move value estimates is also fundamentally linked to how well the sampling distribution corresponds the true distribution. Despite this, recent work in trick-taking card game AI has mainly focused on improving evaluation algorithms with limited work on improving sampling. In this paper, we focus on the effect of sampling on the strength of a player and propose a novel method of sampling more realistic states given move history. In particular, we use predictions about locations of individual cards made by a deep neural network --- trained on data from human gameplay - in order to sample likely worlds for evaluation. This technique, used in conjunction with Perfect Information Monte Carlo (PIMC) search, provides a substantial increase in cardplay strength in the popular trick-taking card game of Skat.Comment: Accepted for publication at AAAI-1

    Survey of Artificial Intelligence for Card Games and Its Application to the Swiss Game Jass

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    In the last decades we have witnessed the success of applications of Artificial Intelligence to playing games. In this work we address the challenging field of games with hidden information and card games in particular. Jass is a very popular card game in Switzerland and is closely connected with Swiss culture. To the best of our knowledge, performances of Artificial Intelligence agents in the game of Jass do not outperform top players yet. Our contribution to the community is two-fold. First, we provide an overview of the current state-of-the-art of Artificial Intelligence methods for card games in general. Second, we discuss their application to the use-case of the Swiss card game Jass. This paper aims to be an entry point for both seasoned researchers and new practitioners who want to join in the Jass challenge

    Emulating Human Play in a Leading Mobile Card Game

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    Monte Carlo Tree Search (MCTS) has become a popular solution for game AI, capable of creating strong game playing opponents. However, the emergent playstyle of agents using MCTS is not neces- sarily human-like, believable or enjoyable. AI Factory Spades, currently the top rated Spades game in the Google Play store, uses a variant of MCTS to control AI allies and opponents. In collaboration with the developers, we showed in a previous study that the playstyle of human players significantly differed from that of the AI players [1]. This article presents a method for player modelling using gameplay data and neural networks that does not require domain knowledge, and a method of biasing MCTS with such a player model to create Spades playing agents that emulate human play whilst maintaining strong, competitive performance. The methods of player modelling and biasing MCTS presented in this study are applied to the commercial codebase of AI Factory Spades, and are transferable to MCTS implementations for discrete-action games where relevant gameplay data is available

    Deep Reinforcement Learning Approaches for the Game of Briscola

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    openReinforcement learning is increasingly becoming one of the most interesting areas of research in recent years. It is a machine learning approach that aims to design autonomous agents capable of learning from interaction with the envi- ronment, similar to how a human does. This peculiarity makes it particularly suitable for sequential decision making problems such as games. Indeed games are a perfect testing ground for reinforcement learning agents, due to a con- trolled environment, challenging tasks and a clear objective. Recent advances in deep learning allowed reinforcement learning algorithms to exceed human level performance in multiple games, the most notorious example being AlphaGo. In this thesis work we will apply deep reinforcement learning methods to Briscola, one of the most popular card games in Italy. After formalizing the two-player Briscola as a RL problem, we will apply two algorithms: Deep Q-learning and Proximal Policy Optimization. The agents will be trained against a random agent and an agent with predefined moves. The win rate will be used as a performance measure to compare the final results.Reinforcement learning is increasingly becoming one of the most interesting areas of research in recent years. It is a machine learning approach that aims to design autonomous agents capable of learning from interaction with the envi- ronment, similar to how a human does. This peculiarity makes it particularly suitable for sequential decision making problems such as games. Indeed games are a perfect testing ground for reinforcement learning agents, due to a con- trolled environment, challenging tasks and a clear objective. Recent advances in deep learning allowed reinforcement learning algorithms to exceed human level performance in multiple games, the most notorious example being AlphaGo. In this thesis work we will apply deep reinforcement learning methods to Briscola, one of the most popular card games in Italy. After formalizing the two-player Briscola as a RL problem, we will apply two algorithms: Deep Q-learning and Proximal Policy Optimization. The agents will be trained against a random agent and an agent with predefined moves. The win rate will be used as a performance measure to compare the final results

    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
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