37 research outputs found

    Adaptive General Search Framework for Games and Beyond

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    The research field of Artificial General Intelligence (AGI) is concerned with the creation of adaptive programs that can autonomously address tasks of a different nature. Search and planning have been identified as core capabilities of AGI, and have been successful in many scenarios that require sequential decision-making. However, many search algorithms are developed for specific problems and exploit domain-specific knowledge, which makes them not applicable to perform different tasks autonomously. Although some domain-independent search algorithms have been proposed, a programmer still has to make decisions on their design, setup and enhancements. Thus, the performance is limited by the programmer's decisions, which are usually biased. This paper proposes to develop a framework that, in line with the goals of AGI, autonomously addresses a wide variety of search tasks, adapting automatically to each new, unknown task. To achieve this, we propose to encode search algorithms in a formal language and combine algorithm portfolios with automatic algorithm generation. In addition, we see games as the ideal test bed for the framework, because they can model a wide variety of complex problems. Finally, we believe that this research will have an impact not only on the AGI research field, but also on the game industry and on real-world problems

    Ludii -- The Ludemic General Game System

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    While current General Game Playing (GGP) systems facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often somewhat specialised and computationally inefficient. In this paper, we describe the "ludemic" general game system Ludii, which has the potential to provide an efficient tool for AI researchers as well as game designers, historians, educators and practitioners in related fields. Ludii defines games as structures of ludemes -- high-level, easily understandable game concepts -- which allows for concise and human-understandable game descriptions. We formally describe Ludii and outline its main benefits: generality, extensibility, understandability and efficiency. Experimentally, Ludii outperforms one of the most efficient Game Description Language (GDL) reasoners, based on a propositional network, in all games available in the Tiltyard GGP repository. Moreover, Ludii is also competitive in terms of performance with the more recently proposed Regular Boardgames (RBG) system, and has various advantages in qualitative aspects such as generality.Comment: Accepted at ECAI 202

    Automatic Goal Discovery in Subgoal Monte Carlo Tree Search

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    Monte Carlo Tree Search (MCTS) is a heuristic search algorithm that can play a wide range of games without requiring any domain-specific knowledge. However, MCTS tends to struggle in very complicated games due to an exponentially increasing branching factor. A promising solution for this problem is to focus the search only on a small fraction of states. Subgoal Monte Carlo Tree Search (S-MCTS) achieves this by using a predefined subgoal-predicate that detects promising states called subgoals. However, not only does this make S-MCTS domaindependent, but also it is often difficult to define a good predicate. In this paper, we propose using quality diversity (QD) algorithms to detect subgoals in real-time. Furthermore, we show how integrating QD-algorithms into S-MCTS significantly improves its performance in the Physical Travelling Salesmen Problem without requiring any domain-specific knowledge

    Enhancements for Real-Time Monte-Carlo Tree Search in General Video Game Playing

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    General Video Game Playing (GVGP) is a field of Artificial Intelligence where agents play a variety of real-time video games that are unknown in advance. This limits the use of domain-specific heuristics. Monte-Carlo Tree Search (MCTS) is a search technique for game playing that does not rely on domain-specific knowledge. This paper discusses eight enhancements for MCTS in GVGP; Progressive History, N-Gram Selection Technique, Tree Reuse, Breadth-First Tree Initialization, Loss Avoidance, Novelty-Based Pruning, Knowledge-Based Evaluations, and Deterministic Game Detection. Some of these are known from existing literature, and are either extended or introduced in the context of GVGP, and some are novel enhancements for MCTS. Most enhancements are shown to provide statistically significant increases in win percentages when applied individually. When combined, they increase the average win percentage over sixty different games from 31.0% to 48.4% in comparison to a vanilla MCTS implementation, approaching a level that is competitive with the best agents of the GVG-AI competition in 2015

    Self-adaptive MCTS for General Video Game Playing

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    Monte-carlo tree search (mcts) has shown particular success in general game playing (ggp) and general video game playing (gvgp) and many enhancements and variants have been developed. Recently, an on-line adaptive parameter tuning mechanism for mcts agents has been proposed that almost achieves the same performance as off-line tuning in ggp.in this paper we apply the same approach to gvgp and use the popular general video game ai (gvgai) framework, in which the time allowed to make a decision is only 40 ms. We design three self-adaptive mcts (sa-mcts) agents that optimize on-line the parameters of a standard non-self-adaptive mcts agent of gvgai. The three agents select the parameter values using naĂŻve monte-carlo, an evolutionary algorithm and an n-tuple bandit evolutionary algorithm respectively, and are tested on 20 single-player games of gvgai.the sa-mcts agents achieve more robust results on the tested games. With the same time setting, they perform similarly to the baseline standard mcts agent in the games for which the baseline agent performs well, and significantly improve the win rate in the games for which the baseline agent performs poorly. As validation, we also test the performance of non-self-adaptive mcts instances that use the most sampled parameter settings during the on-line tuning of each of the three sa-mcts agents for each game. Results show that these parameter settings improve the win rate on the games wait for breakfast and escape by 4 times and 150 times, respectively

    Colorectal Cancer Stage at Diagnosis Before vs During the COVID-19 Pandemic in Italy

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    IMPORTANCE Delays in screening programs and the reluctance of patients to seek medical attention because of the outbreak of SARS-CoV-2 could be associated with the risk of more advanced colorectal cancers at diagnosis. OBJECTIVE To evaluate whether the SARS-CoV-2 pandemic was associated with more advanced oncologic stage and change in clinical presentation for patients with colorectal cancer. DESIGN, SETTING, AND PARTICIPANTS This retrospective, multicenter cohort study included all 17 938 adult patients who underwent surgery for colorectal cancer from March 1, 2020, to December 31, 2021 (pandemic period), and from January 1, 2018, to February 29, 2020 (prepandemic period), in 81 participating centers in Italy, including tertiary centers and community hospitals. Follow-up was 30 days from surgery. EXPOSURES Any type of surgical procedure for colorectal cancer, including explorative surgery, palliative procedures, and atypical or segmental resections. MAIN OUTCOMES AND MEASURES The primary outcome was advanced stage of colorectal cancer at diagnosis. Secondary outcomes were distant metastasis, T4 stage, aggressive biology (defined as cancer with at least 1 of the following characteristics: signet ring cells, mucinous tumor, budding, lymphovascular invasion, perineural invasion, and lymphangitis), stenotic lesion, emergency surgery, and palliative surgery. The independent association between the pandemic period and the outcomes was assessed using multivariate random-effects logistic regression, with hospital as the cluster variable. RESULTS A total of 17 938 patients (10 007 men [55.8%]; mean [SD] age, 70.6 [12.2] years) underwent surgery for colorectal cancer: 7796 (43.5%) during the pandemic period and 10 142 (56.5%) during the prepandemic period. Logistic regression indicated that the pandemic period was significantly associated with an increased rate of advanced-stage colorectal cancer (odds ratio [OR], 1.07; 95%CI, 1.01-1.13; P = .03), aggressive biology (OR, 1.32; 95%CI, 1.15-1.53; P < .001), and stenotic lesions (OR, 1.15; 95%CI, 1.01-1.31; P = .03). CONCLUSIONS AND RELEVANCE This cohort study suggests a significant association between the SARS-CoV-2 pandemic and the risk of a more advanced oncologic stage at diagnosis among patients undergoing surgery for colorectal cancer and might indicate a potential reduction of survival for these patients

    Comparison of rapid action value estimation variants for general game playing

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    General Game Playing (GGP) aims at creating computer programs able to play any arbitrary game at an expert level given only its rules. The lack of game-specific knowledge and the necessity of learning a strategy online have made Monte-Carlo Tree Search (MCTS) a suitable method to tackle the challenges of GGP. An efficient search-control mechanism can substantially increase the performance of MCTS. The RAVE strategy and its more recent variant, GRAVE, have been proposed for this reason. In this paper we further investigate the use of GRAVE for GGP and compare its performance with the more established RAVE strategy and with a new variant, called HRAVE, that uses more global information. Experiments show that for some games GRAVE and HRAVE perform better than RAVE, with GRAVE being the most promising one overall

    Comparing Randomization Strategies for Search-Control Parameters in Monte-Carlo Tree Search

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    Monte-Carlo Tree Search (MCTS) has been applied successfully in many domains. Previous research has shown that adding randomization to certain components of MCTS might increase the diversification of the search and improve the performance. In a domain that tackles many games with different characteristics, like General Game Playing (GGP), trying to diversify the search might be a good strategy. This paper investigates the effect of randomizing search-control parameters for MCTS in GGP. Four different randomization strategies are compared and results show that randomizing parameter values before each simulation has a positive effect on the search in some of the tested games. Moreover, parameter randomization is compared with on-line parameter tuning

    Optimizing Propositional Networks

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    General game playing (ggp) programs need a game description language (gdl) reasoner to be able to interpret the game rules and search for the best actions to play in the game. One method for interpreting the game rules consists of translating the gdl game description into an alternative representation that the player can use to reason more efficiently on the game. The propositional network (propnet) is an example of such method. The use of propnets in ggp has become popular due to the fact that propnets can speed up the reasoning process by several orders of magnitude compared to custom-made or prolog-based gdl reasoners, improving the quality of the search for the best actions. This paper analyzes the performance of a propnet-based reasoner and evaluates four different optimizations for the propnet structure that can help further increase its reasoning speed in terms of visited game states per second
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