219 research outputs found

    Traditional Wisdom and Monte Carlo Tree Search Face-to-Face in the Card Game Scopone

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    We present the design of a competitive artificial intelligence for Scopone, a popular Italian card game. We compare rule-based players using the most established strategies (one for beginners and two for advanced players) against players using Monte Carlo Tree Search (MCTS) and Information Set Monte Carlo Tree Search (ISMCTS) with different reward functions and simulation strategies. MCTS requires complete information about the game state and thus implements a cheating player while ISMCTS can deal with incomplete information and thus implements a fair player. Our results show that, as expected, the cheating MCTS outperforms all the other strategies; ISMCTS is stronger than all the rule-based players implementing well-known and most advanced strategies and it also turns out to be a challenging opponent for human players.Comment: Preprint. Accepted for publication in the IEEE Transaction on Game

    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

    Guiding Monte Carlo Tree Search simulations through Bayesian Opponent Modeling in The Octagon Theory

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    Os jogos de tabuleiro apresentam um problema de tomada de decisão desafiador na área da Inteligência Artificial. Embora abordagens clássicas baseadas em árvores de pesquisa tenham sido aplicadas com sucesso em diversos jogos de tabuleiro, como o Xadrez, estas mesmas abordagens ainda são limitadas pela tecnologia actual quando aplicadas a jogos de tabuleiro de maior omplexidade, como o Go. Face a isto, os jogos de maior complexidade só se tornaram no foco de pesquisa com o aparecimento de árvores de pesquisa baseadas em métodos de Monte Carlo (Monte Carlo Tree Search - MCTS), uma vez que começaram a surgir perspectivas de solução neste domínio.Este projecto de dissertação tem como objectivo expandir o estado de arte actual relativo a MCTS, através da investigação da integração de modelação de oponentes (Opponent Modeling) com MCTS. O propósito desta integração é guiar as simulações de um algoritmo típico de MCTS através da obtenção de conhecimento acerca do adversário, utilizando modelação de oponentes Bayesiana (Bayesian Opponent Modeling), com o intuito de reduzir o número de computações irrelevantes que são executadas em métodos puramente estocásticos e independentes de domínio. Para esta investigação, foi utilizado o jogo de tabuleiro deterministico The Octagon Theory, pois as suas regras, dimensão fixa do problema e configuração do tabuleiro apresentam não só um complexo desafio na criação de modelos de oponentes e na execução de MCTS em si, mas também um meio claro de classificação e comparação (benchmark) entre algoritmos. Através da análise de um estudo efectuado sobre a complexidade do jogo, acredita-se que o jogo, quando jogado na maior versão do tabuleiro, se encontra na mesma classe de complexidade do Shogi e da versão 19x19 do Go, transformando-se num jogo de tabuleiro adequado para investigação nesta área. Ao longo deste relatório, diversas políticas e melhoramentos relativos a MCTS são apresentados e comparados não só com a variação proposta, mas também com o método básico de Monte Carlo e com a melhor abordagem (greedy) conhecida no contexto do The Octagon Theory. Os resultados desta investigação revelam que a adição de Move Groups, Decisive Moves, Upper Confidence Bounds for Trees (UCT), Limited Simulation Lengths e Opponent Modeling transformam um agente MCTS previamente perdedor no melhor agente, num domínio com uma complexidade da árvore de jogo (game-tree complexity) estimada de 10^293, mesmo quando o orçamento computacional atribuído ao agente é mínimo.Board games present a very challenging problem in the decision-making topic of Artificial Intelligence. Although classical tree search approaches have been successful in various board games, such as Chess, these approaches are still very limited by modern technology when applied to higher complexity games such as Go. In light of this, it was not until the appearance of Monte Carlo Tree Search (MCTS) methods that higher complexity games became the main focus of research, as solution perspectives started to appear in this domain.This thesis builds on the current state-of-the-art in MCTS methods, by investigating the integration of Opponent Modeling with MCTS. The goal of this integration is to guide the simulations of the MCTS algorithm according to knowledge about the opponent, obtained in real-time through Bayesian Opponent Modeling, with the intention of reducing the number of irrelevant computations that are performed in purely stochastic, domain-independent methods. For this research, the two player deterministic board game The Octagon Theory was used, as its rules, fixed problem length and board configuration, present not only a difficult challenge for both the creation of opponent models and the execution of the MCTS method itself, but also a clear benchmark for comparison between algorithms. Through the analysis of a performed computation on the gametree complexity, the large board version of the game is believed to be in the same complexity class of Shogi and the 19x19 version of Go, turning it into a suitable board game for research in this area. Throughout this report, several MCTS policies and enhancements are presented and compared with not only the proposed variation, but also standard Monte Carlo search and the best known greedy approach for The Octagon Theory. The experiments reveal that a combination of Move Groups, Decisive Moves, Upper Confidence Bounds for Trees (UCT), Limited Simulation Lengths and an Opponent Modeling based simulation policy turn a former losing MCTS agent into the best performing one in a domain with estimated game-tree complexity of 10^293, even when the provided computational budget is kept low

    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

    The Hanabi Challenge: A New Frontier for AI Research

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    From the early days of computing, games have been important testbeds for studying how well machines can do sophisticated decision making. In recent years, machine learning has made dramatic advances with artificial agents reaching superhuman performance in challenge domains like Go, Atari, and some variants of poker. As with their predecessors of chess, checkers, and backgammon, these game domains have driven research by providing sophisticated yet well-defined challenges for artificial intelligence practitioners. We continue this tradition by proposing the game of Hanabi as a new challenge domain with novel problems that arise from its combination of purely cooperative gameplay with two to five players and imperfect information. In particular, we argue that Hanabi elevates reasoning about the beliefs and intentions of other agents to the foreground. We believe developing novel techniques for such theory of mind reasoning will not only be crucial for success in Hanabi, but also in broader collaborative efforts, especially those with human partners. To facilitate future research, we introduce the open-source Hanabi Learning Environment, propose an experimental framework for the research community to evaluate algorithmic advances, and assess the performance of current state-of-the-art techniques.Comment: 32 pages, 5 figures, In Press (Artificial Intelligence
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