创造有趣对手的行动选择机制的实验研究

Nick Sephton, P. Cowling, Nicholas H. Slaven
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引用次数: 11

摘要

蒙特卡罗树搜索算法的最后一步是从树的根级别选择要播放的动作。迄今为止,修改选择机制的实验在一定程度上受到限制,特别是考虑到比赛强度以外的其他方面。本文研究了在战略纸牌游戏《战争之王》中,为了创造更有趣的对手而修改选择机制。这些选择机制是针对我们最有效的信息集MCTS代理进行的,我们根据性能和复杂性的度量来研究它们的性能。一个有趣的副作用是,其中一个动作选择机制导致了ISMCTS游戏强度的显著提高。我们还尝试在线调整配置参数,试图创建一个具有动态缩放游戏强度的代理。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An experimental study of action selection mechanisms to create an entertaining opponent
The final step in the Monte Carlo Tree Search algorithm is to select the action to play from the root level of the tree. Experimentation on modifying the selection mechanism has been somewhat limited to date, particularly with respect to consider aspects other than playing strength. This paper investigates the modification of selection mechanism as an attempt to produce a more entertaining opponent in the strategic card game Lords of War. These selection mechanisms are played against our most effective Information Set MCTS agent, and we investigate their performance in terms of measures of performance and complexity. An interesting side effect is that one of the action selection mechanisms results in a significant improvement in ISMCTS play strength. We also experiment with online tuning of configuration parameters in an attempt to create an agent with dynamically scaling play strength.
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