Jakub Kowalski;Elliot Doe;Mark H. M. Winands;Daniel Górski;Dennis J. N. J. Soemers
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引用次数: 0
摘要
本文提出了一种新的博弈搜索算法——pn -蒙特卡罗树搜索(MCTS),它将MCTS和证明数搜索(PNS)相结合。这两种算法已成功地应用于一系列领域的决策。我们定义了三个领域,可以使用MCTS树中收集的证明和反证数提供的额外知识:最终移动选择、求解子树和UCB1选择机制。我们在不同的时间设置下测试了所有可能的组合,并在几款游戏中测试了适用于树的香草上限置信范围:《Lines of Action》(7 × 7和8 × 8棋盘大小)、《MiniShogi》、《Knightthrough》和《Awari》。此外,我们扩展了这个新算法,通过在MCTS树的顶部添加额外的PNS层来适当地处理有平局的游戏,比如Awari。实验表明,PN-MCTS能够在所有测试的游戏领域中优于MCTS,在动作线中达到96.2%的胜率。
In this article, we proposes a new game-search algorithm, PN-Monte Carlo tree search (MCTS), which combines MCTS and proof-number search (PNS). These two algorithms have been successfully applied for decision making in a range of domains. We define three areas where the additional knowledge provided by the proof and disproof numbers gathered in MCTS trees might be used: final move selection, solving subtrees, and the UCB1 selection mechanism. We test all possible combinations on different time settings, playing against vanilla Upper Confidence bounds applied to Trees on several games: Lines of Action (7 × 7 and 8 × 8 board sizes), MiniShogi, Knightthrough, and Awari. Furthermore, we extend this new algorithm to properly address games with draws, like Awari, by adding an additional layer of PNS on top of the MCTS tree. The experiments show that PN-MCTS is able to outperform MCTS in all tested game domains, achieving win rates up to 96.2% for Lines of Action.