7,371 research outputs found
A Survey of Monte Carlo Tree Search Methods
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
Finding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-Error
Methods for dynamic difficulty adjustment allow games to be tailored to
particular players to maximize their engagement. However, current methods often
only modify a limited set of game features such as the difficulty of the
opponents, or the availability of resources. Other approaches, such as
experience-driven Procedural Content Generation (PCG), can generate complete
levels with desired properties such as levels that are neither too hard nor too
easy, but require many iterations. This paper presents a method that can
generate and search for complete levels with a specific target difficulty in
only a few trials. This advance is enabled by through an Intelligent
Trial-and-Error algorithm, originally developed to allow robots to adapt
quickly. Our algorithm first creates a large variety of different levels that
vary across predefined dimensions such as leniency or map coverage. The
performance of an AI playing agent on these maps gives a proxy for how
difficult the level would be for another AI agent (e.g. one that employs Monte
Carlo Tree Search instead of Greedy Tree Search); using this information, a
Bayesian Optimization procedure is deployed, updating the difficulty of the
prior map to reflect the ability of the agent. The approach can reliably find
levels with a specific target difficulty for a variety of planning agents in
only a few trials, while maintaining an understanding of their skill landscape.Comment: To be presented in the Conference on Games 202
Hybrid Minimax-MCTS and Difficulty Adjustment for General Game Playing
Board games are a great source of entertainment for all ages, as they create
a competitive and engaging environment, as well as stimulating learning and
strategic thinking. It is common for digital versions of board games, as any
other type of digital games, to offer the option to select the difficulty of
the game. This is usually done by customizing the search parameters of the AI
algorithm. However, this approach cannot be extended to General Game Playing
agents, as different games might require different parametrization for each
difficulty level. In this paper, we present a general approach to implement an
artificial intelligence opponent with difficulty levels for zero-sum games,
together with a propose of a Minimax-MCTS hybrid algorithm, which combines the
minimax search process with GGP aspects of MCTS. This approach was tested in
our mobile application LoBoGames, an extensible board games platform, that is
intended to have an broad catalog of games, with an emphasis on accessibility:
the platform is friendly to visually-impaired users, and is compatible with
more than 92\% of Android devices. The tests in this work indicate that both
the hybrid Minimax-MCTS and the new difficulty adjustment system are promising
GGP approaches that could be expanded in future work
Sequential Design for Optimal Stopping Problems
We propose a new approach to solve optimal stopping problems via simulation.
Working within the backward dynamic programming/Snell envelope framework, we
augment the methodology of Longstaff-Schwartz that focuses on approximating the
stopping strategy. Namely, we introduce adaptive generation of the stochastic
grids anchoring the simulated sample paths of the underlying state process.
This allows for active learning of the classifiers partitioning the state space
into the continuation and stopping regions. To this end, we examine sequential
design schemes that adaptively place new design points close to the stopping
boundaries. We then discuss dynamic regression algorithms that can implement
such recursive estimation and local refinement of the classifiers. The new
algorithm is illustrated with a variety of numerical experiments, showing that
an order of magnitude savings in terms of design size can be achieved. We also
compare with existing benchmarks in the context of pricing multi-dimensional
Bermudan options.Comment: 24 page
The 2016 Two-Player GVGAI Competition
This paper showcases the setting and results of the first Two-Player General Video Game AI competition, which ran in 2016 at the IEEE World Congress on Computational Intelligence and the IEEE Conference on Computational Intelligence and Games. The challenges for the general game AI agents are expanded in this track from the single-player version, looking at direct player interaction in both competitive and cooperative environments of various types and degrees of difficulty. The focus is on the agents not only handling multiple problems, but also having to account for another intelligent entity in the game, who is expected to work towards their own goals (winning the game). This other player will possibly interact with first agent in a more engaging way than the environment or any non-playing character may do. The top competition entries are analyzed in detail and the performance of all agents is compared across the four sets of games. The results validate the competition system in assessing generality, as well as showing Monte Carlo Tree Search continuing to dominate by winning the overall Championship. However, this approach is closely followed by Rolling Horizon Evolutionary Algorithms, employed by the winner of the second leg of the contest
Random Search Algorithms
In this project we designed and developed improvements for the random search algorithm UCT with a focus on improving performance with directed acyclic graphs and groupings. We then performed experiments in order to quantify performance gains with both artificial game trees and computer Go. Finally, we analyzed the outcome of the experiments and presented our findings. Overall, this project represents original work in the area of random search algorithms on directed acyclic graphs and provides several opportunities for further research
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