MCTS with influence map for general video game playing

Hyun-Soo Park, Kyung-Joong Kim
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引用次数: 16

Abstract

In the General Video Game-AI competition in 2014 IEEE Computational Intelligence in Games, Monte Carlo Tree Search (MCTS) outperformed other alternatives. Interestingly, the sample MCTS ranked in the third place. However, MCTS was not always perfect in this problem. For example, it cannot explore enough search space of video games because of time constraints. As a result, if the AI player receives only limited rewards from game environments, it is likely to lose the way and moves almost randomly. In this paper, we propose to use influence map (IM), a numerical representation of influence on the game map, to find a road to rewards over the horizon. We reported average winning ratio improvement over alternatives and successful/unsuccessful cases of our algorithm.
MCTS与影响地图一般视频游戏玩
在2014年IEEE游戏计算智能的通用电子游戏-人工智能竞赛中,蒙特卡洛树搜索(MCTS)优于其他替代方案。有趣的是,样本MCTS排在第三位。然而,MCTS在这个问题上并不总是完美的。例如,由于时间限制,它无法探索足够的电子游戏搜索空间。因此,如果AI玩家只能从游戏环境中获得有限的奖励,那么它很可能会迷失方向并随机移动。在本文中,我们建议使用影响力地图(IM),即影响力在游戏地图上的数值表示,来寻找超越视界的奖励之路。我们报告了替代方案的平均胜率改进以及我们算法的成功/不成功案例。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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