Yimeng Zhuang, Shuqin Li, Tom Peters, Chenguang Zhang
{"title":"用一种新颖的棋盘表示和人工神经网络改进点盒的蒙特卡洛树搜索","authors":"Yimeng Zhuang, Shuqin Li, Tom Peters, Chenguang Zhang","doi":"10.1109/CIG.2015.7317912","DOIUrl":null,"url":null,"abstract":"Dots-and-Boxes is a well-known paper-and-pencil, game for two players. It reaches a high level of complexity, posing an interesting challenge for AI development. Previous, board representation techniques for Dots-and-Boxes rely on data, structures like arrays or linked lists to facilitate operations on the, board. These representation techniques usually lack for the ability, to incrementally update information required for efficient move, generation during search. To address this problem a novel board, representation for Dots-and-Boxes is proposed in this paper. It, utilizes game-specific knowledge to classify distinct conditions on, the board and its implementation is based on disjoint-sets. Besides, the novel board representation this paper treats optimizations for, Monte-Carlo Tree Search (MCTS) focusing on artificial neural, networks. Finally we implemented our proposed approach in a new program called QDab and conducted experiments showing, that the new board representation improves the efficiency of basic, operations on the board by more than 6 times. Further tests, against other implementations show the superior playing strength, of our approach.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":"{\"title\":\"Improving Monte-Carlo tree search for dots-and-boxes with a novel board representation and artificial neural networks\",\"authors\":\"Yimeng Zhuang, Shuqin Li, Tom Peters, Chenguang Zhang\",\"doi\":\"10.1109/CIG.2015.7317912\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Dots-and-Boxes is a well-known paper-and-pencil, game for two players. It reaches a high level of complexity, posing an interesting challenge for AI development. Previous, board representation techniques for Dots-and-Boxes rely on data, structures like arrays or linked lists to facilitate operations on the, board. These representation techniques usually lack for the ability, to incrementally update information required for efficient move, generation during search. To address this problem a novel board, representation for Dots-and-Boxes is proposed in this paper. It, utilizes game-specific knowledge to classify distinct conditions on, the board and its implementation is based on disjoint-sets. Besides, the novel board representation this paper treats optimizations for, Monte-Carlo Tree Search (MCTS) focusing on artificial neural, networks. Finally we implemented our proposed approach in a new program called QDab and conducted experiments showing, that the new board representation improves the efficiency of basic, operations on the board by more than 6 times. Further tests, against other implementations show the superior playing strength, of our approach.\",\"PeriodicalId\":244862,\"journal\":{\"name\":\"2015 IEEE Conference on Computational Intelligence and Games (CIG)\",\"volume\":\"11 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-11-05\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"9\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2015 IEEE Conference on Computational Intelligence and Games (CIG)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CIG.2015.7317912\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CIG.2015.7317912","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Improving Monte-Carlo tree search for dots-and-boxes with a novel board representation and artificial neural networks
Dots-and-Boxes is a well-known paper-and-pencil, game for two players. It reaches a high level of complexity, posing an interesting challenge for AI development. Previous, board representation techniques for Dots-and-Boxes rely on data, structures like arrays or linked lists to facilitate operations on the, board. These representation techniques usually lack for the ability, to incrementally update information required for efficient move, generation during search. To address this problem a novel board, representation for Dots-and-Boxes is proposed in this paper. It, utilizes game-specific knowledge to classify distinct conditions on, the board and its implementation is based on disjoint-sets. Besides, the novel board representation this paper treats optimizations for, Monte-Carlo Tree Search (MCTS) focusing on artificial neural, networks. Finally we implemented our proposed approach in a new program called QDab and conducted experiments showing, that the new board representation improves the efficiency of basic, operations on the board by more than 6 times. Further tests, against other implementations show the superior playing strength, of our approach.