Emergent bluffing and inference with Monte Carlo Tree Search

P. Cowling, D. Whitehouse, E. Powley
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引用次数: 9

Abstract

In many card and board games, players cannot see the whole game state, with different players seeing different parts of the state. In such games, gathering of information (inference) is a key strategic aspect, to which information hiding (bluffing, among other techniques) is an important countermeasure. Monte Carlo Tree Search (MCTS) is a powerful general-purpose technique for decision making in games. MCTS rose to prominence through successes in combinatorial board games such as Go, but more recently has demonstrated promise in card, board and video games of incomplete information. MCTS can construct robust plans in stochastic environments (making it strong in some games), but in its vanilla form is unable to infer or bluff (making it weak in games where this is a central feature). In this paper, we augment MCTS with mechanisms for performing inference and bluffing. Like all algorithms based on game tree search, MCTS implicitly constructs a model of the opponents' decision processes. We show that this model can be repurposed to perform an approximation of Bayesian inference. We also obtain bluffing behaviour by self-determinization (introducing “impossible” worlds into the agent's pool of sampled states). We test our algorithms on The Resistance, a popular card game based around hidden roles.
蒙特卡罗树搜索的紧急虚张声势和推理
在许多纸牌和棋盘游戏中,玩家无法看到整个游戏状态,不同玩家只能看到不同部分的状态。在这类游戏中,信息收集(推理)是一个关键的战略方面,而信息隐藏(虚张声势等技术)则是一个重要的对策。蒙特卡洛树搜索(MCTS)是一种强大的通用游戏决策技术。MCTS因在围棋等组合棋盘游戏中的成功而声名鹊起,但最近在纸牌、棋盘和不完全信息的电子游戏中表现出了前景。MCTS可以在随机环境中构建健壮的计划(使其在某些游戏中变得强大),但在其vanilla形式中无法推断或虚张声势(使其在作为中心功能的游戏中变得虚弱)。在本文中,我们用执行推理和虚张声势的机制来增强MCTS。像所有基于博弈树搜索的算法一样,MCTS隐式地构建了对手决策过程的模型。我们表明,该模型可以重新用于执行贝叶斯推理的近似。我们还通过自我确定(将“不可能”的世界引入智能体的采样状态池)获得了虚张声势的行为。我们在《The Resistance》中测试了我们的算法,这是一款基于隐藏角色的流行纸牌游戏。
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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