41,891 research outputs found
Complete contingency planners
A framework is proposed for the investigation of planning systems that must deal with bounded uncertainty. A definition of this new class of contingency planners is given. A general, complete contingency planning algorithm is described. The algorithm is suitable to many incomplete information games as well as planning situations where the initial state is only partially known. A rich domain is identified for the application and evaluation of contingency planners. Preliminary results from applying our complete contingency planner to a portion of this domain are encouraging and match expert level performance
Improving Search with Supervised Learning in Trick-Based Card Games
In trick-taking card games, a two-step process of state sampling and
evaluation is widely used to approximate move values. While the evaluation
component is vital, the accuracy of move value estimates is also fundamentally
linked to how well the sampling distribution corresponds the true distribution.
Despite this, recent work in trick-taking card game AI has mainly focused on
improving evaluation algorithms with limited work on improving sampling. In
this paper, we focus on the effect of sampling on the strength of a player and
propose a novel method of sampling more realistic states given move history. In
particular, we use predictions about locations of individual cards made by a
deep neural network --- trained on data from human gameplay - in order to
sample likely worlds for evaluation. This technique, used in conjunction with
Perfect Information Monte Carlo (PIMC) search, provides a substantial increase
in cardplay strength in the popular trick-taking card game of Skat.Comment: Accepted for publication at AAAI-1
Traditional Wisdom and Monte Carlo Tree Search Face-to-Face in the Card Game Scopone
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
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
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