Dennis J. N. J. Soemers, C. F. Sironi, T. Schuster, M. Winands
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引用次数: 42
Abstract
General Video Game Playing (GVGP) is a field of Artificial Intelligence where agents play a variety of real-time video games that are unknown in advance. This limits the use of domain-specific heuristics. Monte-Carlo Tree Search (MCTS) is a search technique for game playing that does not rely on domain-specific knowledge. This paper discusses eight enhancements for MCTS in GVGP; Progressive History, N-Gram Selection Technique, Tree Reuse, Breadth-First Tree Initialization, Loss Avoidance, Novelty-Based Pruning, Knowledge-Based Evaluations, and Deterministic Game Detection. Some of these are known from existing literature, and are either extended or introduced in the context of GVGP, and some are novel enhancements for MCTS. Most enhancements are shown to provide statistically significant increases in win percentages when applied individually. When combined, they increase the average win percentage over sixty different games from 31.0% to 48.4% in comparison to a vanilla MCTS implementation, approaching a level that is competitive with the best agents of the GVG-AI competition in 2015.
通用视频游戏(General Video Game Playing, GVGP)是人工智能的一个领域,智能体在其中玩各种事先未知的实时视频游戏。这限制了特定于领域的启发式的使用。蒙特卡罗树搜索(MCTS)是一种不依赖于特定领域知识的游戏搜索技术。本文讨论了GVGP中MCTS的八个增强功能;渐进历史,N-Gram选择技术,树重用,宽度优先树初始化,损失避免,基于新颖性的修剪,基于知识的评估,和确定性博弈检测。其中一些是从现有文献中已知的,并且是在GVGP的上下文中扩展或引入的,还有一些是对MCTS的新增强。大多数增强在单独应用时都能显著提高胜率。与普通MCTS相比,它们将60场不同游戏的平均胜率从31.0%提高到48.4%,接近2015年gvr - ai比赛中最佳代理的水平。