Game difficulty prediction algorithm based on improved Monte Carlo tree

Boqin Hu, Chen Fu
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Abstract

In the unreleased stage of the game, how to correctly set the game difficulty is an important task to user’s feeling. Whether the difficulty of the game can be accurately measured will directly affect whether the difficulty setting is reasonable. As a commonly used stochastic simulation algorithm, Monte Carlo tree Search(MCTS) has been widely used in the field of game simulation. However, the traditional MCTS does not consider the specific situation of the game during the simulation, resulting in a low simulation success rate.In this paper, an improved MCTS is proposed to address above problems, and the UCB formula used for node selection is improved. The distance factor is included in the consideration of the process of Monte Carlo tree select node in the maze game. After compared the simulation success rate with the unimproved UCB, and tested the influence of the number of obstacles and the distance of path-finding on the performance of the algorithm, it is proved that in the case of less and shorter path-finding distance, the simulation success rate is greatly improved compared to the previous algorithm.
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基于改进蒙特卡罗树的游戏难度预测算法
在游戏未发行阶段,如何正确设置游戏难度对用户的感受是一项重要的任务。游戏的难度能否准确测量,将直接影响到难度设置是否合理。蒙特卡罗树搜索作为一种常用的随机仿真算法,在博弈仿真领域得到了广泛的应用。然而,传统的MCTS在模拟时没有考虑到游戏的具体情况,导致模拟成功率较低。针对上述问题,本文提出了一种改进的MCTS,并改进了用于节点选择的UCB公式。将距离因素纳入到迷宫游戏中蒙特卡罗树选择节点的考虑中。将仿真成功率与未改进的UCB进行了比较,并测试了障碍物数量和寻路距离对算法性能的影响,证明在寻路距离更少、更短的情况下,仿真成功率比之前的算法有很大提高。
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