167 research outputs found

    MCTS-minimax hybrids with state evaluations

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    Monte-Carlo Tree Search (MCTS) has been found to show weaker play than minimax-based search in some tactical game domains. In order to combine the tactical strength of minimax and the strategic strength of MCTS, MCTS-minimax hybrids have been proposed in prior work. This arti

    The effect of simulation bias on action selection in Monte Carlo Tree Search

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    A dissertation submitted to the Faculty of Science, University of the Witwatersrand, in fulfilment of the requirements for the degree of Master of Science. August 2016.Monte Carlo Tree Search (MCTS) is a family of directed search algorithms that has gained widespread attention in recent years. It combines a traditional tree-search approach with Monte Carlo simulations, using the outcome of these simulations (also known as playouts or rollouts) to evaluate states in a look-ahead tree. That MCTS does not require an evaluation function makes it particularly well-suited to the game of Go — seen by many to be chess’s successor as a grand challenge of artificial intelligence — with MCTS-based agents recently able to achieve expert-level play on 19×19 boards. Furthermore, its domain-independent nature also makes it a focus in a variety of other fields, such as Bayesian reinforcement learning and general game-playing. Despite the vast amount of research into MCTS, the dynamics of the algorithm are still not yet fully understood. In particular, the effect of using knowledge-heavy or biased simulations in MCTS still remains unknown, with interesting results indicating that better-informed rollouts do not necessarily result in stronger agents. This research provides support for the notion that MCTS is well-suited to a class of domain possessing a smoothness property. In these domains, biased rollouts are more likely to produce strong agents. Conversely, any error due to incorrect bias is compounded in non-smooth domains, and in particular for low-variance simulations. This is demonstrated empirically in a number of single-agent domains.LG201

    Online evolution for multi-action adversarial games

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    We present Online Evolution, a novel method for playing turn-based multi-action adversarial games. Such games, which include most strategy games, have extremely high branching factors due to each turn having multiple actions. In Online Evolution, an evolutionary algorithm is used to evolve the combination of atomic actions that make up a single move, with a state evaluation function used for fitness. We implement Online Evolution for the turn-based multi-action game Hero Academy and compare it with a standard Monte Carlo Tree Search implementation as well as two types of greedy algorithms. Online Evolution is shown to outperform these methods by a large margin. This shows that evolutionary planning on the level of a single move can be very effective for this sort of problems

    Playing Multi-Action Adversarial Games: Online Evolutionary Planning versus Tree Search

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    We address the problem of playing turn-based multi-action adversarial games, which include many strategy games with extremely high branching factors as players take multiple actions each turn. This leads to the breakdown of standard tree search methods, including Monte Carlo Tree Search (MCTS), as they become unable to reach a sufficient depth in the game tree. In this paper we introduce Online Evolutionary Planning (OEP) to address this challenge, which searches for combinations of actions to perform during a single turn guided by a fitness function that evaluates the quality of a particular state. We compare OEP to different MCTS variations that constrain the exploration to deal with the high branching factor in the turn-based multi-action game Hero Academy. While the constrained MCTS variations outperform the vanilla MCTS implementation by a large margin, OEP is able to search the space of plans more efficiently than any of the tested tree search methods as it has a relative advantage when the number of actions per turn increases

    Visualising Multiplayer Game Spaces

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    We investigate four different sets of statistics as ‘game-spaces’ in which to embed 2, 3 and 4 player modern board-games, and show how each can provide distinct insight. Using statistics gained from multiple optimisation runs of MCTS parameters creates a game-space that is particularly interpretable to show what algorithmic settings work well for different games. Using classic game-tree attributes to define a game-space does not correlate with these findings. For each game-space we visualise the distribution of games and ask if there are differences as the number of players, or opponent type, varies. We find this does occur for some games in the sample set. Visualising games using the different sets of statistics can help understand their commonalities and differences, but can hide the detail of a specific game's response to changing player count. A more detailed game ‘fingerprint’ using the statistics based on optimised MCTS parameters is better at distinguishing which games exhibit significant changes with player count or opponent

    Monte-Carlo tree search enhancements for one-player and two-player domains

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    Improving Policies via Search in Cooperative Partially Observable Games

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    Recent superhuman results in games have largely been achieved in a variety of zero-sum settings, such as Go and Poker, in which agents need to compete against others. However, just like humans, real-world AI systems have to coordinate and communicate with other agents in cooperative partially observable environments as well. These settings commonly require participants to both interpret the actions of others and to act in a way that is informative when being interpreted. Those abilities are typically summarized as theory f mind and are seen as crucial for social interactions. In this paper we propose two different search techniques that can be applied to improve an arbitrary agreed-upon policy in a cooperative partially observable game. The first one, single-agent search, effectively converts the problem into a single agent setting by making all but one of the agents play according to the agreed-upon policy. In contrast, in multi-agent search all agents carry out the same common-knowledge search procedure whenever doing so is computationally feasible, and fall back to playing according to the agreed-upon policy otherwise. We prove that these search procedures are theoretically guaranteed to at least maintain the original performance of the agreed-upon policy (up to a bounded approximation error). In the benchmark challenge problem of Hanabi, our search technique greatly improves the performance of every agent we tested and when applied to a policy trained using RL achieves a new state-of-the-art score of 24.61 / 25 in the game, compared to a previous-best of 24.08 / 25

    MCTS/EA hybrid GVGAI players and game difficulty estimation

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    In the General Video Game Playing competitions of the last years, Monte-Carlo tree search as well as Evolutionary Algorithm based controllers have been successful. However, both approaches have certain weaknesses, suggesting that certain hybrids could outperform both. We envision and experimentally compare several types of hybrids of two basic approaches, as well as some possible extensions. In order to achieve a better understanding of the games in the competition and the strength and weaknesses of different controllers, we also propose and apply a novel game difficulty estimation scheme based on several observable game characteristics
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