在部分可观察的游戏中学习打开书籍:在《幻影Go》中使用随机种子

T. Cazenave, Jialin Liu, F. Teytaud, O. Teytaud
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引用次数: 8

摘要

许多人工智能(ai)是随机的。随机的种子可以是幸运的,也可以是不幸的;我们量化了这种影响,并表明,也许与直觉相反,这远非微不足道。然后,我们应用两种不同的现有算法来选择好的种子和种子上的好的概率分布。这主要导致学习一本打开的书。我们将此应用于幻影围棋,与所有幻影游戏一样,它很难通过书本学习。在5×5中,我们将胜率从50%提高到70%,在5×5、7×7和9×9中,我们将胜率从大约0%提高到40%,以对抗更强大的(学习)对手。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Learning opening books in partially observable games: Using random seeds in Phantom Go
Many artificial intelligences (AIs) are randomized. One can be lucky or unlucky with the random seed; we quantify this effect and show that, maybe contrarily to intuition, this is far from being negligible. Then, we apply two different existing algorithms for selecting good seeds and good probability distributions over seeds. This mainly leads to learning an opening book. We apply this to Phantom Go, which, as all phantom games, is hard for opening book learning. We improve the winning rate from 50% to 70% in 5×5 against the same AI, and from approximately 0% to 40% in 5×5, 7×7 and 9×9 against a stronger (learning) opponent.
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