Exploring Game Balance in the Scandinavian Fox Game with Monte-Carlo Tree Search

Olof Mattsson, Anton Janshagen
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Abstract

This paper explores if Monte-Carlo Tree Search (MCTS) can perform well in Fox Game, a classic Scandinavian strategy game. MCTS is implemented using a cutoff in the simulation phase. The game state is then evaluated using a heuristic function that is formulated using theoretical arguments from its chess counterpart. MCTS is shown to perform on the same level as highly experienced human players, using limited computational resources. According to popular belief, as can be seen in online forums, the asymmetry in Fox Game leads to imbalances which favors the foxes. However the experiments in this paper show that, contrary to popular belief, it is the sheep that are favored, and quite heavily so. It is also shown that the game can be made more balanced by reducing the number of sheep at the start of the game from 20 to 18.
探索游戏平衡在斯堪的纳维亚狐狸游戏与蒙特卡洛树搜索
本文探讨了蒙特卡罗树搜索(MCTS)在经典的斯堪的纳维亚策略游戏Fox Game中的表现。MCTS是在仿真阶段使用截止实现的。然后使用启发式函数对游戏状态进行评估,启发式函数是使用象棋对应的理论参数制定的。在有限的计算资源下,MCTS的表现与经验丰富的人类玩家相当。在网络论坛上,人们普遍认为,狐狸游戏中的不对称性导致了偏向狐狸一方的不平衡。然而,本文中的实验表明,与普遍的看法相反,绵羊更受青睐,而且受青睐程度相当高。游戏开始时将羊的数量从20只减少到18只,可以使游戏更加平衡。
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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