Informed Monte Carlo Tree Search for Real-Time Strategy games

Santiago Ontañón
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引用次数: 24

Abstract

The recent success of AlphaGO has shown that it is possible to combine machine learning with Monte Carlo Tree Search (MCTS) in order to improve performance in games with large branching factors. This paper explores the question of whether similar ideas can be applied to a genre of games with an even larger branching factor: Real-Time Strategy games. Specifically, this paper studies (1) the use of Bayesian models to estimate the probability distribution of actions played by a strong player, (2) the incorporation of such models into NaiveMCTS, a MCTS algorithm designed for games with combinatorial branching factors. We call this approach informed MCTS, since it exploits prior information about the game in the form of a probability distribution of actions. We evaluate its performance in the μRTS game simulator, significantly outperforming the previous state of the art.
即时策略游戏的通知蒙特卡洛树搜索
AlphaGO最近的成功表明,将机器学习与蒙特卡罗树搜索(MCTS)结合起来,以提高在具有大分支因素的游戏中的性能是可能的。本文探讨的问题是,类似的想法是否可以应用于具有更大分支元素的游戏类型:即时战略游戏。具体而言,本文研究了(1)使用贝叶斯模型来估计强玩家所采取的行动的概率分布,(2)将这些模型纳入为具有组合分支因素的博弈设计的MCTS算法NaiveMCTS。我们称这种方法为知情MCTS,因为它以行动概率分布的形式利用了关于游戏的先验信息。我们在μRTS游戏模拟器中评估了它的性能,显着优于以前的艺术状态。
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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