Enhancements for Monte-Carlo Tree Search in Ms Pac-Man

Tom Pepels, M. Winands
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引用次数: 29

Abstract

In this paper enhancements for the Monte-Carlo Tree Search (MCTS) framework are investigated to play Ms Pac-Man. MCTS is used to find an optimal path for an agent at each turn, determining the move to make based on randomised simulations. Ms Pac-Man is a real-time arcade game, in which the protagonist has several independent goals but no conclusive terminal state. Unlike games such as Chess or Go there is no state in which the player wins the game. Furthermore, the Pac-Man agent has to compete with a range of different ghost agents, hence limited assumptions can be made about the opponent's behaviour. In order to expand the capabilities of existing MCTS agents, five enhancements are discussed: 1) a variable depth tree, 2) playout strategies for the ghost-team and Pac-Man, 3) including long-term goals in scoring, 4) endgame tactics, and 5) a Last-Good-Reply policy for memorising rewarding moves during playouts. An average performance gain of 40,962 points, compared to the average score of the top scoring Pac-Man agent during the CIG'11, is achieved by employing these methods.
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在吃豆人女士中蒙特卡洛树搜索的增强
本文对蒙特卡罗树搜索(MCTS)框架的增强进行了研究,以玩吃豆人女士。MCTS用于在每个回合为智能体找到最优路径,根据随机模拟确定移动。《吃豆人女士》是一款即时街机游戏,主角有几个独立的目标,但没有最终的最终状态。与国际象棋或围棋等游戏不同的是,游戏中没有玩家获胜的状态。此外,吃豆人代理必须与一系列不同的幽灵代理竞争,因此可以对对手的行为做出有限的假设。为了扩展现有MCTS代理的能力,我们讨论了五个增强功能:1)可变深度树,2)幽灵队和吃豆人的游戏策略,3)包括得分的长期目标,4)终局战术,以及5)在游戏过程中记忆奖励动作的Last-Good-Reply策略。与CIG'11期间得分最高的吃豆人代理的平均得分相比,使用这些方法可以获得40,962分的平均表现增益。
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