1,773 research outputs found

    A Survey of Monte Carlo Tree Search Methods

    Get PDF
    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

    Recent Advances in General Game Playing

    Get PDF
    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing

    The Computational Intelligence of MoGo Revealed in Taiwan's Computer Go Tournaments

    Get PDF
    International audienceTHE AUTHORS ARE EXTREMELY GRATEFUL TO GRID5000 for helping in designing and experimenting around Monte-Carlo Tree Search. In order to promote computer Go and stimulate further development and research in the field, the event activities, "Computational Intelligence Forum" and "World 99 Computer Go Championship," were held in Taiwan. This study focuses on the invited games played in the tournament, "Taiwanese Go players versus the computer program MoGo," held at National University of Tainan (NUTN). Several Taiwanese Go players, including one 9-Dan professional Go player and eight amateur Go players, were invited by NUTN to play against MoGo from August 26 to October 4, 2008. The MoGo program combines All Moves As First (AMAF)/Rapid Action Value Estimation (RAVE) values, online "UCT-like" values, offline values extracted from databases, and expert rules. Additionally, four properties of MoGo are analyzed including: (1) the weakness in corners, (2) the scaling over time, (3) the behavior in handicap games, and (4) the main strength of MoGo in contact fights. The results reveal that MoGo can reach the level of 3 Dan with, (1) good skills for fights, (2) weaknesses in corners, in particular for "semeai" situations, and (3) weaknesses in favorable situations such as handicap games. It is hoped that the advances in artificial intelligence and computational power will enable considerable progress in the field of computer Go, with the aim of achieving the same levels as computer chess or Chinese chess in the future

    Geometric Algorithms and Data Structures for Simulating Diffusion Limited Reactions

    Get PDF
    Radiation therapy is one of the most effective means for treating cancers. An important calculation in radiation therapy is the estimation of dose distribution in the treated patient, which is key to determining the treatment outcome and potential side effects of the therapy. Biological dose — the level of biological damage (e.g., cell killing ratio, DNA damage, etc.) inflicted by the radiation is the best measure of treatment quality, but it is very difficult to calculate. Therefore, most clinics today use physical dose - the energy deposited by incident radiation per unit body mass - for planning radiation therapy, which can be calculated accurately using kinetic Monte Carlo simulations. Studies have found that physical dose correlates with biological dose, but exhibits a very complex relationship that is not yet well understood. Generally speaking, the calculation of biological dose involves four steps: (1) the calculation of physical dose distribution, (2) the generation of radiochemicals based on the physical dose distribution, (3) the simulation of interactions between radiochemicals and bio-matter in the body, and (4) the estimation of biological damage based on the distribution of radiochemicals. This dissertation focuses on the development of a more efficient and effective simulation algorithm to speed up step (3). The main contribution of this research is the development of an efficient and effective kinetic Monte Carlo (KMC) algorithm for simulating diffusion-limited chemical reactions in the context of radiation therapy. The central problem studied is - given n particles distributed among a small number of particle species, all allowed to diffuse and chemically react according to a small number of chemical reaction equations - predict the radiochemical yield over time. The algorithm presented makes use of a sparse grid structure, with one grid per species per radiochemical reactant used to group particles in a way that makes the nearest neighbor search efficient, where particles are stored only once, yet are represented in grids of all appropriate reaction radii. A kinetic data structure is used as the time stepping mechanism, which provides spatially local updates to the simulation at a frequency which captures all events - retaining accuracy. A serial and three parallel versions of the algorithm have been developed. The parallel versions implement the kinetic data structure using both a standard priority queue and a treap data structure in order to investigate the algorithms scalability. The treap provides a way for each thread of execution to do more work in a particular region of space. A comparison with a spatial discretization variant of the algorithm is also provided
    • …
    corecore