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

Yimeng Zhuang, Shuqin Li, Tom Peters, Chenguang Zhang
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引用次数: 9

摘要

Dots-and-Boxes是一款著名的双人纸笔游戏。它达到了高度的复杂性,为人工智能的发展提出了一个有趣的挑战。以前,点阵图的板表示技术依赖于数据结构,如数组或链表,以方便板上的操作。这些表示技术通常缺乏在搜索过程中增量更新有效移动生成所需信息的能力。为了解决这一问题,本文提出了一种新颖的点阵板表示方法。它利用游戏特有的知识对棋盘上的不同条件进行分类,并基于不相交集实现。此外,本文还提出了基于人工神经网络的蒙特卡罗树搜索优化算法。最后,我们在一个名为QDab的新程序中实现了我们提出的方法,并进行了实验,表明新的电路板表示将电路板上基本操作的效率提高了6倍以上。针对其他实现的进一步测试表明,我们的方法具有优越的游戏强度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
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