69,375 research outputs found

    Monte Carlo Tree Search with Heuristic Evaluations using Implicit Minimax Backups

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    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

    Individual and global adaptation in networks

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    The structure of complex biological and socio-economic networks affects the selective pressures or behavioural incentives of components in that network, and reflexively, the evolution/behaviour of individuals in those networks changes the structure of such networks over time. Such ‘adaptive networks’ underlie how gene-regulation networks evolve, how ecological networks self-organise, and how networks of strategic agents co-create social organisations. Although such domains are different in the details, they can each be characterised as networks of self-interested agents where agents alter network connections in the direction that increases their individual utility. Recent work shows that such dynamics are equivalent to associative learning, well-understood in the context of neural networks. Associative learning in neural substrates is the result of mandated learning rules (e.g. Hebbian learning), but in networks of autonomous agents ‘associative induction’ occurs as a result of local individual incentives to alter connections. Using results from a number of recent studies, here we review the theoretical principles that can be transferred between disciplines as a result of this isomorphism, and the implications for the organisation of genetic, social and ecological networks

    Approximating n-player behavioural strategy nash equilibria using coevolution

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    Coevolutionary algorithms are plagued with a set of problems related to intransitivity that make it questionable what the end product of a coevolutionary run can achieve. With the introduction of solution concepts into coevolution, part of the issue was alleviated, however efficiently representing and achieving game theoretic solution concepts is still not a trivial task. In this paper we propose a coevolutionary algorithm that approximates behavioural strategy Nash equilibria in n-player zero sum games, by exploiting the minimax solution concept. In order to support our case we provide a set of experiments in both games of known and unknown equilibria. In the case of known equilibria, we can confirm our algorithm converges to the known solution, while in the case of unknown equilibria we can see a steady progress towards Nash. Copyright 2011 ACM
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