Neural Network-Based Information Set Weighting for Playing Reconnaissance Blind Chess

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE IEEE Transactions on Games Pub Date : 2024-07-10 DOI:10.1109/TG.2024.3425803
Timo Bertram;Johannes Fürnkranz;Martin Müller
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Abstract

In imperfect information games, the game state is generally not fully observable to players. Therefore, good gameplay requires policies that deal with the different information that is hidden from each player. To combat this, effective algorithms often reason about information sets; the sets of all possible game states that are consistent with a player's observations. While there is no way to distinguish between the states within an information set, this property does not imply that all states are equally likely to occur in play. We extend previous research on assigning weights to the states in an information set in order to facilitate better gameplay in the imperfect information game of reconnaissance blind chess (RBC). For this, we train two different neural networks, which estimate the likelihood of each state in an information set from historical game data. Experimentally, we find that a Siamese neural network is able to achieve higher accuracy and is more efficient than a classical convolutional neural network for the given domain. Finally, we evaluate an RBC-playing agent that is based on the generated weightings and compare different parameter settings that influence how strongly it should rely on them. The resulting best player is ranked 5th on the public leaderboard.
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基于神经网络的信息集加权用于下侦察盲棋
在不完全信息博弈中,玩家通常无法完全观察到博弈状态。因此,优秀的游戏玩法需要能够处理隐藏在每个玩家面前的不同信息的策略。为了解决这个问题,有效的算法通常会对信息集进行推理;与玩家的观察一致的所有可能的游戏状态的集合。虽然没有办法区分信息集中的状态,但这个属性并不意味着所有状态在运行中都同样可能出现。为了提高侦察盲棋不完全信息博弈的游戏性,我们扩展了以往对信息集中状态赋权的研究。为此,我们训练了两个不同的神经网络,它们从历史游戏数据中估计信息集中每个状态的可能性。实验表明,在给定的领域中,Siamese神经网络比经典卷积神经网络具有更高的精度和效率。最后,我们评估了一个基于生成的权重的RBC-playing agent,并比较了不同的参数设置,这些参数设置会影响它对权重的依赖程度。结果最好的玩家在公共排行榜上排名第五。
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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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Table of Contents Guest Editorial: Special Issue on Human Centered AI in Game Evaluation IEEE Transactions on Games Publication Information IEEE Computational Intelligence Society Information Table of Contents
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