基于状态相似度的一般博弈MCTS agent快速动作值估计

Tasos Papagiannis, Georgios Alexandridis, A. Stafylopatis
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引用次数: 0

摘要

由于蒙特卡洛树搜索已经被确立为游戏AI领域中最有前途的算法之一,已经提出了几种方法,试图在树搜索过程中利用尽可能多的信息,其中最重要的包括快速行动值估计及其变体。这些技术根据在搜索树中选择更深动作的所有模拟的统计数据,为节点中的每个动作估计一个附加值(AMAF)。在本研究中,提出了一种在选择阶段确定最适合使用其AMAF分数的节点的方法。在基于路径选择的动作发现相似节点状态的范围内,提出了两种不同的方法;在第一种方法中,使用N-grams来检测相似的路径,而在第二种方法中,使用所采取的行动的矢量化表示。建议的算法在一般游戏的背景下进行测试,在胜率和总分方面都取得了相当令人满意的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
State similarity based Rapid Action Value Estimation for general game playing MCTS agents
As Monte Carlo Tree Search has been established as one of the most promising algorithms in the field of Game AI, several approaches have been proposed in an attempt to exploit as much information as possible during the tree search, most important of which include Rapid Action Value Estimation and its variants. These techniques estimate for each action in a node an additional value (AMAF), based on statistics of all simulations where the action was selected deeper in the search tree. In this study, a methodology for determining the most suitable node for using its AMAF scores during the selection phase is presented. Two different approaches are proposed under the scope of discovering similar nodes’ states based on the actions selected towards their paths; in the first one, N-grams are employed to detect similar paths, while in the second one a vectorized representation of the actions taken is used. The suggested algorithms are tested in the context of general game playing achieving quite satisfactory results in terms of both win rate and overall score.
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