在GVG-AI游戏语料库上研究香草MCTS缩放

M. Nelson
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引用次数: 27

摘要

通用电子游戏人工智能竞赛(GVG-AI)邀请控制器提交视频游戏描述语言(VGDL)指定的游戏,对它们进行相互测试和几个基线。在一些竞赛中表现出色的基线之一是sampleMCTS,它是蒙特卡罗树搜索(MCTS)的一个直接实现。尽管它在竞争的其他迭代中表现更差,但这给我们带来了一个唠叨的担忧,即也许GVG-AI竞争可能太容易了,特别是因为性能分析表明,通过优化GVG-AI竞争框架,可以在给定的时间限制内完成MCTS迭代的数量显着增加。为了更好地理解基线香草MCTS控制器的潜在性能,我执行了缩放实验,在公共gvr - ai语料库中的62个游戏中运行它,因为时间预算从当前竞争的1/30到当前竞争预算的30倍不等。我发现即使给定当前时间预算的30倍,它实际上也无法掌握游戏,所以GVG-AI竞争的挑战是安全的(至少在这个基线上)。然而,我确实发现,在给定足够的计算预算的情况下,它设法避免在大多数游戏中明显失败,尽管未能赢得它们,并最终随着时间的流逝而失败,这表明了当前GVG-AI竞争挑战的不对称性:不输比赢要容易得多。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Investigating vanilla MCTS scaling on the GVG-AI game corpus
The General Video Game AI Competition (GVG-AI) invites submissions of controllers to play games specified in the Video Game Description Language (VGDL), testing them against each other and several baselines. One of the baselines that has done surprisingly well in some of the competitions is sampleMCTS, a straightforward implementation of Monte Carlo tree search (MCTS). Although it has done worse in other iterations of the competition, this has produced a nagging worry to us that perhaps the GVG-AI competition might be too easy, especially since performance profiling suggests that significant increases in number of MCTS iterations that can be completed in a given time limit will be possible through optimizations to the GVG-AI competition framework. To better understand the potential performance of the baseline vanilla MCTS controller, I perform scaling experiments, running it against the 62 games in the public GVG-AI corpus as the time budget is varied from about 1/30 of that in the current competition, through around 30x the current competition's budget. I find that it does not in fact master the games even given 30x the current time budget, so the challenge of the GVG-AI competition is safe (at least against this baseline). However, I do find that given enough computational budget, it manages to avoid explicitly losing on most games, despite failing to win them and ultimately losing as time expires, suggesting an asymmetry in the current GVG-AI competition's challenge: not losing is significantly easier than winning.
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