Applying and Improving Monte-Carlo Tree Search in a Fighting Game AI

M. Ishihara, Taichi Miyazaki, C. Chu, Tomohiro Harada, R. Thawonmas
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引用次数: 24

Abstract

This paper evaluates the performance of Monte-Carlo Tree Search (MCTS) in a fighting game AI and proposes an improvement for the algorithm. Most existing fighting game AIs rely on rule bases and react to every situation with predefined actions, making them predictable for human players. We attempt to overcome this weakness by applying MCTS, which can adapt to different circumstances without relying on predefined action patterns or tactics. In this paper, an AI based on Upper Confidence bounds applied to Trees (UCT) and MCTS is first developed. Next, the paper proposes improving the AI with Roulette Selection and a rule base. Through testing and evaluation using FightingICE, an international fighting game AI competition platform, it is proven that the aforementioned MCTS-based AI is effective in a fighting game, and our proposed improvement can further enhance its performance.
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蒙特卡罗树搜索在格斗游戏AI中的应用与改进
本文评价了蒙特卡罗树搜索算法在格斗游戏人工智能中的性能,并对算法进行了改进。大多数现有的格斗游戏ai都依赖于规则基础,并通过预定义的动作对每种情况做出反应,从而使人类玩家能够预测这些情况。我们试图通过应用MCTS来克服这一弱点,它可以适应不同的情况,而不依赖于预定义的行动模式或策略。本文首先提出了一种基于上置信度的树(UCT)和MCTS的人工智能。其次,提出了利用轮盘选择和规则库对人工智能进行改进的方法。通过国际格斗游戏AI竞赛平台combatingice的测试和评估,证明上述基于mcts的AI在格斗游戏中是有效的,我们提出的改进可以进一步提高其性能。
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