Advanced Game AI. Level 6 Search in Games. Prof Alexiei Dingli

Size: px
Start display at page:

Download "Advanced Game AI. Level 6 Search in Games. Prof Alexiei Dingli"

Transcription

1 Advanced Game AI Level 6 Search in Games Prof Alexiei Dingli

2 MCTS?

3

4 MCTS Based upon Selec=on Expansion Simula=on Back propaga=on Enhancements

5

6 The Mul=- Armed Bandit Problem At each step pull one arm Noisy/random reward signal In order to: Find the best arm Minimise regret Maximise expected return

7 Which Arm to Pull? Flat Monte Carlo Pull each arm set number of =mes Give them equal probability Assume they are not interconnected

8 Which Arm to Pull? ε- Greedy P(1- ε) Best arm so far P(ε) Random arm

9 Which Arm to Pull? UCB1 Choose arm j so as to maximise: Mean so far Upper bound on variance

10 Game Decisions Move A Current posi=on Move B Mul=- Armed Bandit Move C Posi=on auer move A Arm A Simula=on Result Loss (0) Posi=on auer move B Arm B Simula=on Result Win (+1) Posi=on auer move C Arm C Simula=on Result Loss (0)

11 Monte Carlo Tree Search (MCTS) 1. Build a tree 2. Recursively treat each node as a mul=- armed bandit

12 AZrac=ve Features Easy to implement Any=me stop whenever you like Difficulty scaling by simply adjus=ng CPU =me Needs only game rules: Move genera=on Terminal state evalua=on No need for a heuris=c func=on But can be enhanced with domain knowledge

13 MCTS: the main idea Tree policy: choose which node to expand (not necessarily a leaf) Default policy: random play out un=l end of game

14 The Algorithm

15 The Tree Policy

16 The Tree Expansion

17 The Best Child

18 The Default Policy

19 Backup

20

21 Enhancements include Selec=on/Expansion All- moves- as- first (AMAF / RAVE) First Play Urgency Machine learning Simula=on Move- Average Sampling Technique (MAST) Last Good Reply (LGR) Paralleliza=on Domain Knowledge Heuris=c value func=ons PaZerns

22 How to handle uncertain and incomplete informa=on?

23 How to handle uncertain and incomplete informa=on? Informa=on set: Actual state: {, Observa=on:,,...}

24 Effects of Uncertainty and Hidden Informa=on on the Game Tree 4 possible plays by me 48 possible card draws C 3 = different opponent plays

25 Reduced Branching Through Determiniza=on... 4 possible plays by me 1 possible card draw 4 C 1 = 4 different opponent plays

26 Determiniza=on Sample states from the informa=on set Analyse the individual perfect informa=on games Combine the results at the end Successes Bridge (Ginsberg), Scrabble (Sheppard) Klondike solitaire (Bjarnason, Fern and Tadepalli) Probabilis=c planning (Yoon, Fern and Givan) Problems Never tries to gather or hide informa=on Suffers from strategy fusion and non- locality (Frank and Basin)

27 Chea=ng Easiest approach to AI for games with imperfect informa=on: cheat and look at the hidden informa=on and outcomes of future chance events This gives a determinis=c game of perfect informa=on, which can be searched with standard techniques (minimax, UCT, ) Not chea=ng ouen results in bezer gameplay rewards player for gathering and hiding informa=on

28 Informa=on Set MCTS

29 MCTS for Real- Time Decision- Making Limited roll- out budget Heuris=c knowledge becomes important Ac=on space is fine- grained Take macro- ac)ons otherwise planning will be very short- term May be no terminal node in sight Use a heuris=c Tune simula=on depth

30 Benefits of MCTS Aheuris=c Asymmetric Any=me Elegant

31 Drawbacks of MCTS Playing Strength Speed

32

33 MCTS in Rome Total War 2 Random By Design Unpredictability is some=mes welcome from a game design perspec=ve for replayability The player doesn't always want to face the same army composi=ons Avoid Bad Decisions The brute- force stochas=c searches allows the AI to avoid mistakes more effec=vely since many different op=ons are tried ComputaBon Budget MCTS is capable of making great use of computa=on to find a balance between "exploring" new solu=ons and "exploi=ng" its known best solu=ons

34 Premise The Campaign AI of TOTAL WAR: ROME II is built around the observa=on that the problem is unsolvable if all inter- dependencies are considered It involves hundreds of regions, units, dozens of buildings and coordina=ng the diplomacy, technologies, skills, legacies, edicts of each fac=on...

35 The 3 main modules Task GeneraBon High- level goals, each with required resources, are created as the collec=ve result of mul=ple simple "generators Resource AllocaBon Matching resources (few) to tasks (many) taking into account diplomacy, strategy and the previous alloca=on (using MCTS) Resource CoordinaBon An MCTS- based planner determines the best set of ac=ons given resources and their ac=ons

36 Op=miza=ons

37 Domain Knowledge

38 Conclusions MCTS: exci=ng area of research Many impressive achievements already With many more to come Difficulty scaling by simply adjus=ng CPU =me Future applica=ons: Board/card game AI especially hidden info Video game strategy Agent decision- making Op=miza=on

39

40 Exercise How will you use MCTS to solve this problem? G

41 Exercise Goal: Get the player avatar to the goal while avoiding the ghost Player Princess: P Ghost: G Ac=ons UP = 0 RIGHT = 1 DOWN = 2 LEFT = 3 Reward: +1 if goal is reached +0 if goal is not reached

42 Ques=ons?

CS 387: GAME AI BOARD GAMES

CS 387: GAME AI BOARD GAMES CS 387: GAME AI BOARD GAMES 5/28/2015 Instructor: Santiago Ontañón santi@cs.drexel.edu Class website: https://www.cs.drexel.edu/~santi/teaching/2015/cs387/intro.html Reminders Check BBVista site for the

More information

CSE 473: Ar+ficial Intelligence

CSE 473: Ar+ficial Intelligence CSE 473: Ar+ficial Intelligence Adversarial Search Instructor: Luke Ze?lemoyer University of Washington [These slides were adapted from Dan Klein and Pieter Abbeel for CS188 Intro to AI at UC Berkeley.

More information

CS 380: ARTIFICIAL INTELLIGENCE MONTE CARLO SEARCH. Santiago Ontañón

CS 380: ARTIFICIAL INTELLIGENCE MONTE CARLO SEARCH. Santiago Ontañón CS 380: ARTIFICIAL INTELLIGENCE MONTE CARLO SEARCH Santiago Ontañón so367@drexel.edu Recall: Adversarial Search Idea: When there is only one agent in the world, we can solve problems using DFS, BFS, ID,

More information

Games and Adversarial Search. CS171, Fall 2016 Introduc=on to Ar=ficial Intelligence Prof. Alexander Ihler

Games and Adversarial Search. CS171, Fall 2016 Introduc=on to Ar=ficial Intelligence Prof. Alexander Ihler Games and Adversarial Search CS171, Fall 201 Introduc=on to Ar=ficial Intelligence Prof. Alexander Ihler Types of games Perfect Information: Imperfect Information: Deterministic: chess, checkers, go, othello

More information

Monte Carlo Tree Search and AlphaGo. Suraj Nair, Peter Kundzicz, Kevin An, Vansh Kumar

Monte Carlo Tree Search and AlphaGo. Suraj Nair, Peter Kundzicz, Kevin An, Vansh Kumar Monte Carlo Tree Search and AlphaGo Suraj Nair, Peter Kundzicz, Kevin An, Vansh Kumar Zero-Sum Games and AI A player s utility gain or loss is exactly balanced by the combined gain or loss of opponents:

More information

Adversarial Reasoning: Sampling-Based Search with the UCT algorithm. Joint work with Raghuram Ramanujan and Ashish Sabharwal

Adversarial Reasoning: Sampling-Based Search with the UCT algorithm. Joint work with Raghuram Ramanujan and Ashish Sabharwal Adversarial Reasoning: Sampling-Based Search with the UCT algorithm Joint work with Raghuram Ramanujan and Ashish Sabharwal Upper Confidence bounds for Trees (UCT) n The UCT algorithm (Kocsis and Szepesvari,

More information

43.1 Introduction. Foundations of Artificial Intelligence Introduction Monte-Carlo Methods Monte-Carlo Tree Search. 43.

43.1 Introduction. Foundations of Artificial Intelligence Introduction Monte-Carlo Methods Monte-Carlo Tree Search. 43. May 6, 20 3. : Introduction 3. : Introduction Malte Helmert University of Basel May 6, 20 3. Introduction 3.2 3.3 3. Summary May 6, 20 / 27 May 6, 20 2 / 27 Board Games: Overview 3. : Introduction Introduction

More information

Comparison of Monte Carlo Tree Search Methods in the Imperfect Information Card Game Cribbage

Comparison of Monte Carlo Tree Search Methods in the Imperfect Information Card Game Cribbage Comparison of Monte Carlo Tree Search Methods in the Imperfect Information Card Game Cribbage Richard Kelly and David Churchill Computer Science Faculty of Science Memorial University {richard.kelly, dchurchill}@mun.ca

More information

TRIAL-BASED HEURISTIC TREE SEARCH FOR FINITE HORIZON MDPS. Thomas Keller and Malte Helmert Presented by: Ryan Berryhill

TRIAL-BASED HEURISTIC TREE SEARCH FOR FINITE HORIZON MDPS. Thomas Keller and Malte Helmert Presented by: Ryan Berryhill TRIAL-BASED HEURISTIC TREE SEARCH FOR FINITE HORIZON MDPS Thomas Keller and Malte Helmert Presented by: Ryan Berryhill Outline Motivation Background THTS framework THTS algorithms Results Motivation Advances

More information

Imperfect Information. Lecture 10: Imperfect Information. What is the size of a game with ii? Example Tree

Imperfect Information. Lecture 10: Imperfect Information. What is the size of a game with ii? Example Tree Imperfect Information Lecture 0: Imperfect Information AI For Traditional Games Prof. Nathan Sturtevant Winter 20 So far, all games we ve developed solutions for have perfect information No hidden information

More information

Introduc)on to Ar)ficial Intelligence

Introduc)on to Ar)ficial Intelligence Introduc)on to Ar)ficial Intelligence Lecture 4 Adversarial search CS/CNS/EE 154 Andreas Krause Projects! Recita)ons: Thursday 4:30pm 5:30pm, Annenberg 107! Details about projects! Will also be posted

More information

Monte Carlo Tree Search. Simon M. Lucas

Monte Carlo Tree Search. Simon M. Lucas Monte Carlo Tree Search Simon M. Lucas Outline MCTS: The Excitement! A tutorial: how it works Important heuristics: RAVE / AMAF Applications to video games and real-time control The Excitement Game playing

More information

More on games (Ch )

More on games (Ch ) More on games (Ch. 5.4-5.6) Alpha-beta pruning Previously on CSci 4511... We talked about how to modify the minimax algorithm to prune only bad searches (i.e. alpha-beta pruning) This rule of checking

More information

Monte Carlo Tree Search Method for AI Games

Monte Carlo Tree Search Method for AI Games Monte Carlo Tree Search Method for AI Games 1 Tejaswini Patil, 2 Kalyani Amrutkar, 3 Dr. P. K. Deshmukh 1,2 Pune University, JSPM, Rajashri Shahu College of Engineering, Tathawade, Pune 3 JSPM, Rajashri

More information

Outline. Game Playing. Game Problems. Game Problems. Types of games Playing a perfect game. Playing an imperfect game

Outline. Game Playing. Game Problems. Game Problems. Types of games Playing a perfect game. Playing an imperfect game Outline Game Playing ECE457 Applied Artificial Intelligence Fall 2007 Lecture #5 Types of games Playing a perfect game Minimax search Alpha-beta pruning Playing an imperfect game Real-time Imperfect information

More information

Set 4: Game-Playing. ICS 271 Fall 2017 Kalev Kask

Set 4: Game-Playing. ICS 271 Fall 2017 Kalev Kask Set 4: Game-Playing ICS 271 Fall 2017 Kalev Kask Overview Computer programs that play 2-player games game-playing as search with the complication of an opponent General principles of game-playing and search

More information

The ALADDIN Project Autonomous Learning Agents for Decentralised Data and Informa:on Networks

The ALADDIN Project Autonomous Learning Agents for Decentralised Data and Informa:on Networks The ALADDIN Project Autonomous Learning Agents for Decentralised Data and Informa:on Networks A Successful University / Industrial Collabora:on Dr. Alex Rogers University of Southampton Autonomous Learning

More information

An AI for Dominion Based on Monte-Carlo Methods

An AI for Dominion Based on Monte-Carlo Methods An AI for Dominion Based on Monte-Carlo Methods by Jon Vegard Jansen and Robin Tollisen Supervisors: Morten Goodwin, Associate Professor, Ph.D Sondre Glimsdal, Ph.D Fellow June 2, 2014 Abstract To the

More information

recap Describing a state. En're state space vs. incremental development. Elimina'on of children. the solu'on path. Genera'on of children.

recap Describing a state. En're state space vs. incremental development. Elimina'on of children. the solu'on path. Genera'on of children. Heuris'c Searches recap Describing a state. En're state space vs. incremental development. Elimina'on of children. the solu'on path. Genera'on of children. Heuris'c Search Heuris'cs help us to reduce the

More information

Adversarial Search. CS 486/686: Introduction to Artificial Intelligence

Adversarial Search. CS 486/686: Introduction to Artificial Intelligence Adversarial Search CS 486/686: Introduction to Artificial Intelligence 1 Introduction So far we have only been concerned with a single agent Today, we introduce an adversary! 2 Outline Games Minimax search

More information

More on games (Ch )

More on games (Ch ) More on games (Ch. 5.4-5.6) Announcements Midterm next Tuesday: covers weeks 1-4 (Chapters 1-4) Take the full class period Open book/notes (can use ebook) ^^ No programing/code, internet searches or friends

More information

CS-E4800 Artificial Intelligence

CS-E4800 Artificial Intelligence CS-E4800 Artificial Intelligence Jussi Rintanen Department of Computer Science Aalto University March 9, 2017 Difficulties in Rational Collective Behavior Individual utility in conflict with collective

More information

Adversarial Search. CS 486/686: Introduction to Artificial Intelligence

Adversarial Search. CS 486/686: Introduction to Artificial Intelligence Adversarial Search CS 486/686: Introduction to Artificial Intelligence 1 AccessAbility Services Volunteer Notetaker Required Interested? Complete an online application using your WATIAM: https://york.accessiblelearning.com/uwaterloo/

More information

Searching for Solu4ons. Searching for Solu4ons. Example: Traveling Romania. Example: Vacuum World 9/8/09

Searching for Solu4ons. Searching for Solu4ons. Example: Traveling Romania. Example: Vacuum World 9/8/09 Searching for Solu4ons Searching for Solu4ons CISC481/681, Lecture #3 Ben Cartere@e Characterize a task or problem as a search for something In the agent view, a search for a sequence of ac4ons that will

More information

Monte Carlo tree search techniques in the game of Kriegspiel

Monte Carlo tree search techniques in the game of Kriegspiel Monte Carlo tree search techniques in the game of Kriegspiel Paolo Ciancarini and Gian Piero Favini University of Bologna, Italy 22 IJCAI, Pasadena, July 2009 Agenda Kriegspiel as a partial information

More information

A Bandit Approach for Tree Search

A Bandit Approach for Tree Search A An Example in Computer-Go Department of Statistics, University of Michigan March 27th, 2008 A 1 Bandit Problem K-Armed Bandit UCB Algorithms for K-Armed Bandit Problem 2 Classical Tree Search UCT Algorithm

More information

COMP219: COMP219: Artificial Intelligence Artificial Intelligence Dr. Annabel Latham Lecture 12: Game Playing Overview Games and Search

COMP219: COMP219: Artificial Intelligence Artificial Intelligence Dr. Annabel Latham Lecture 12: Game Playing Overview Games and Search COMP19: Artificial Intelligence COMP19: Artificial Intelligence Dr. Annabel Latham Room.05 Ashton Building Department of Computer Science University of Liverpool Lecture 1: Game Playing 1 Overview Last

More information

BIL 682 Ar+ficial Intelligence

BIL 682 Ar+ficial Intelligence Oily to Fatbot: "Mate in 143 moves." BIL 682 Ar+ficial Intelligence Week #3: Game playing Image credit: Futurama S02E02 (Mars University) Aykut Erdem Computer Vision Lab (CVL) HaceDepe University Today

More information

Lower Bounding Klondike Solitaire with Monte-Carlo Planning

Lower Bounding Klondike Solitaire with Monte-Carlo Planning Lower Bounding Klondike Solitaire with Monte-Carlo Planning Ronald Bjarnason and Alan Fern and Prasad Tadepalli {ronny, afern, tadepall}@eecs.oregonstate.edu Oregon State University Corvallis, OR, USA

More information

Today. Types of Game. Games and Search 1/18/2010. COMP210: Artificial Intelligence. Lecture 10. Game playing

Today. Types of Game. Games and Search 1/18/2010. COMP210: Artificial Intelligence. Lecture 10. Game playing COMP10: Artificial Intelligence Lecture 10. Game playing Trevor Bench-Capon Room 15, Ashton Building Today We will look at how search can be applied to playing games Types of Games Perfect play minimax

More information

Algorithms for Data Structures: Search for Games. Phillip Smith 27/11/13

Algorithms for Data Structures: Search for Games. Phillip Smith 27/11/13 Algorithms for Data Structures: Search for Games Phillip Smith 27/11/13 Search for Games Following this lecture you should be able to: Understand the search process in games How an AI decides on the best

More information

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

Enhancements for Monte-Carlo Tree Search in Ms Pac-Man Enhancements for Monte-Carlo Tree Search in Ms Pac-Man Tom Pepels Mark H.M. Winands Abstract In this paper enhancements for the Monte-Carlo Tree Search (MCTS) framework are investigated to play Ms Pac-Man.

More information

Game-playing: DeepBlue and AlphaGo

Game-playing: DeepBlue and AlphaGo Game-playing: DeepBlue and AlphaGo Brief history of gameplaying frontiers 1990s: Othello world champions refuse to play computers 1994: Chinook defeats Checkers world champion 1997: DeepBlue defeats world

More information

This is a repository copy of Ensemble Determinization in Monte Carlo Tree Search for the Imperfect Information Card Game Magic: The Gathering.

This is a repository copy of Ensemble Determinization in Monte Carlo Tree Search for the Imperfect Information Card Game Magic: The Gathering. This is a repository copy of Ensemble Determinization in Monte Carlo Tree Search for the Imperfect Information Card Game Magic: The Gathering. White Rose Research Online URL for this paper: http://eprints.whiterose.ac.uk/75050/

More information

game tree complete all possible moves

game tree complete all possible moves Game Trees Game Tree A game tree is a tree the nodes of which are positions in a game and edges are moves. The complete game tree for a game is the game tree starting at the initial position and containing

More information

COMP219: Artificial Intelligence. Lecture 13: Game Playing

COMP219: Artificial Intelligence. Lecture 13: Game Playing CMP219: Artificial Intelligence Lecture 13: Game Playing 1 verview Last time Search with partial/no observations Belief states Incremental belief state search Determinism vs non-determinism Today We will

More information

CS 440 / ECE 448 Introduction to Artificial Intelligence Spring 2010 Lecture #5

CS 440 / ECE 448 Introduction to Artificial Intelligence Spring 2010 Lecture #5 CS 440 / ECE 448 Introduction to Artificial Intelligence Spring 2010 Lecture #5 Instructor: Eyal Amir Grad TAs: Wen Pu, Yonatan Bisk Undergrad TAs: Sam Johnson, Nikhil Johri Topics Game playing Game trees

More information

Optimizing UCT for Settlers of Catan

Optimizing UCT for Settlers of Catan Optimizing UCT for Settlers of Catan Gabriel Rubin Bruno Paz Felipe Meneguzzi Pontifical Catholic University of Rio Grande do Sul, Computer Science Department, Brazil A BSTRACT Settlers of Catan is one

More information

Bandit Algorithms Continued: UCB1

Bandit Algorithms Continued: UCB1 Bandit Algorithms Continued: UCB1 Noel Welsh 09 November 2010 Noel Welsh () Bandit Algorithms Continued: UCB1 09 November 2010 1 / 18 Annoucements Lab is busy Wednesday afternoon from 13:00 to 15:00 (Some)

More information

CS440/ECE448 Lecture 11: Stochastic Games, Stochastic Search, and Learned Evaluation Functions

CS440/ECE448 Lecture 11: Stochastic Games, Stochastic Search, and Learned Evaluation Functions CS440/ECE448 Lecture 11: Stochastic Games, Stochastic Search, and Learned Evaluation Functions Slides by Svetlana Lazebnik, 9/2016 Modified by Mark Hasegawa Johnson, 9/2017 Types of game environments Perfect

More information

2 person perfect information

2 person perfect information Why Study Games? Games offer: Intellectual Engagement Abstraction Representability Performance Measure Not all games are suitable for AI research. We will restrict ourselves to 2 person perfect information

More information

Emergent bluffing and inference with Monte Carlo Tree Search

Emergent bluffing and inference with Monte Carlo Tree Search Emergent bluffing and inference with Monte Carlo Tree Search Peter I. Cowling Department of Computer Science York Centre for Complex Systems Analysis University of York, UK Email: peter.cowling@york.ac.uk

More information

the gamedesigninitiative at cornell university Lecture 6 Uncertainty & Risk

the gamedesigninitiative at cornell university Lecture 6 Uncertainty & Risk Lecture 6 Uncertainty and Risk Risk: outcome of action is uncertain Perhaps action has random results May depend upon opponent s actions Need to know what opponent will do Two primary means of risk in

More information

ARTIFICIAL INTELLIGENCE (CS 370D)

ARTIFICIAL INTELLIGENCE (CS 370D) Princess Nora University Faculty of Computer & Information Systems ARTIFICIAL INTELLIGENCE (CS 370D) (CHAPTER-5) ADVERSARIAL SEARCH ADVERSARIAL SEARCH Optimal decisions Min algorithm α-β pruning Imperfect,

More information

Programming Project 1: Pacman (Due )

Programming Project 1: Pacman (Due ) Programming Project 1: Pacman (Due 8.2.18) Registration to the exams 521495A: Artificial Intelligence Adversarial Search (Min-Max) Lectured by Abdenour Hadid Adjunct Professor, CMVS, University of Oulu

More information

Game Playing AI Class 8 Ch , 5.4.1, 5.5

Game Playing AI Class 8 Ch , 5.4.1, 5.5 Game Playing AI Class Ch. 5.-5., 5.4., 5.5 Bookkeeping HW Due 0/, :59pm Remaining CSP questions? Cynthia Matuszek CMSC 6 Based on slides by Marie desjardin, Francisco Iacobelli Today s Class Clear criteria

More information

Unit-III Chap-II Adversarial Search. Created by: Ashish Shah 1

Unit-III Chap-II Adversarial Search. Created by: Ashish Shah 1 Unit-III Chap-II Adversarial Search Created by: Ashish Shah 1 Alpha beta Pruning In case of standard ALPHA BETA PRUNING minimax tree, it returns the same move as minimax would, but prunes away branches

More information

CS 2710 Foundations of AI. Lecture 9. Adversarial search. CS 2710 Foundations of AI. Game search

CS 2710 Foundations of AI. Lecture 9. Adversarial search. CS 2710 Foundations of AI. Game search CS 2710 Foundations of AI Lecture 9 Adversarial search Milos Hauskrecht milos@cs.pitt.edu 5329 Sennott Square CS 2710 Foundations of AI Game search Game-playing programs developed by AI researchers since

More information

CSC242: Intro to AI. Lecture 8. Tuesday, February 26, 13

CSC242: Intro to AI. Lecture 8. Tuesday, February 26, 13 CSC242: Intro to AI Lecture 8 Quiz 2 Review TA Help Sessions (v2) Monday & Tuesday: 17:00-18:00, Hylan 301 Doodle poll signup before 16:00 Link on BB: http://www.doodle.com/xgxcbxn4knks86sx Stochastic

More information

UCT for Tactical Assault Planning in Real-Time Strategy Games

UCT for Tactical Assault Planning in Real-Time Strategy Games Proceedings of the Twenty-First International Joint Conference on Artificial Intelligence (IJCAI-09) UCT for Tactical Assault Planning in Real-Time Strategy Games Radha-Krishna Balla and Alan Fern School

More information

Creating a Havannah Playing Agent

Creating a Havannah Playing Agent Creating a Havannah Playing Agent B. Joosten August 27, 2009 Abstract This paper delves into the complexities of Havannah, which is a 2-person zero-sum perfectinformation board game. After determining

More information

Exploration exploitation in Go: UCT for Monte-Carlo Go

Exploration exploitation in Go: UCT for Monte-Carlo Go Exploration exploitation in Go: UCT for Monte-Carlo Go Sylvain Gelly(*) and Yizao Wang(*,**) (*)TAO (INRIA), LRI, UMR (CNRS - Univ. Paris-Sud) University of Paris-Sud, Orsay, France sylvain.gelly@lri.fr

More information

Monte Carlo Tree Search and Related Algorithms for Games

Monte Carlo Tree Search and Related Algorithms for Games 25 Monte Carlo Tree Search and Related Algorithms for Games Nathan R. Sturtevant 25.1 Introduction 25.2 Background 25.3 Algorithm 1: Online UCB1 25.4 Algorithm 2: Regret Matching 25.5 Algorithm 3: Offline

More information

How AI Won at Go and So What? Garry Kasparov vs. Deep Blue (1997)

How AI Won at Go and So What? Garry Kasparov vs. Deep Blue (1997) How AI Won at Go and So What? Garry Kasparov vs. Deep Blue (1997) Alan Fern School of Electrical Engineering and Computer Science Oregon State University Deep Mind s vs. Lee Sedol (2016) Watson vs. Ken

More information

CS188 Spring 2014 Section 3: Games

CS188 Spring 2014 Section 3: Games CS188 Spring 2014 Section 3: Games 1 Nearly Zero Sum Games The standard Minimax algorithm calculates worst-case values in a zero-sum two player game, i.e. a game in which for all terminal states s, the

More information

Adversary Search. Ref: Chapter 5

Adversary Search. Ref: Chapter 5 Adversary Search Ref: Chapter 5 1 Games & A.I. Easy to measure success Easy to represent states Small number of operators Comparison against humans is possible. Many games can be modeled very easily, although

More information

Comparing UCT versus CFR in Simultaneous Games

Comparing UCT versus CFR in Simultaneous Games Comparing UCT versus CFR in Simultaneous Games Mohammad Shafiei Nathan Sturtevant Jonathan Schaeffer Computing Science Department University of Alberta {shafieik,nathanst,jonathan}@cs.ualberta.ca Abstract

More information

CS 387/680: GAME AI BOARD GAMES

CS 387/680: GAME AI BOARD GAMES CS 387/680: GAME AI BOARD GAMES 6/2/2014 Instructor: Santiago Ontañón santi@cs.drexel.edu TA: Alberto Uriarte office hours: Tuesday 4-6pm, Cyber Learning Center Class website: https://www.cs.drexel.edu/~santi/teaching/2014/cs387-680/intro.html

More information

MONTE CARLO TREE SEARCH (MCTS) is a method

MONTE CARLO TREE SEARCH (MCTS) is a method IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 4, NO. 1, MARCH 2012 1 A Survey of Monte Carlo Tree Search Methods Cameron B. Browne, Member, IEEE, Edward Powley, Member, IEEE, Daniel

More information

Adversarial Search Lecture 7

Adversarial Search Lecture 7 Lecture 7 How can we use search to plan ahead when other agents are planning against us? 1 Agenda Games: context, history Searching via Minimax Scaling α β pruning Depth-limiting Evaluation functions Handling

More information

What is AI? Ar)ficial Intelligence. What is AI? What is AI? 9/4/09

What is AI? Ar)ficial Intelligence. What is AI? What is AI? 9/4/09 What is AI? Ar)ficial Intelligence CISC481/681 Lecture #1 Ben Cartere

More information

Artificial Intelligence. Minimax and alpha-beta pruning

Artificial Intelligence. Minimax and alpha-beta pruning Artificial Intelligence Minimax and alpha-beta pruning In which we examine the problems that arise when we try to plan ahead to get the best result in a world that includes a hostile agent (other agent

More information

Playing Games. Henry Z. Lo. June 23, We consider writing AI to play games with the following properties:

Playing Games. Henry Z. Lo. June 23, We consider writing AI to play games with the following properties: Playing Games Henry Z. Lo June 23, 2014 1 Games We consider writing AI to play games with the following properties: Two players. Determinism: no chance is involved; game state based purely on decisions

More information

Monte Carlo Tree Search

Monte Carlo Tree Search Monte Carlo Tree Search 1 By the end, you will know Why we use Monte Carlo Search Trees The pros and cons of MCTS How it is applied to Super Mario Brothers and Alpha Go 2 Outline I. Pre-MCTS Algorithms

More information

Adversarial Search and Game Playing. Russell and Norvig: Chapter 5

Adversarial Search and Game Playing. Russell and Norvig: Chapter 5 Adversarial Search and Game Playing Russell and Norvig: Chapter 5 Typical case 2-person game Players alternate moves Zero-sum: one player s loss is the other s gain Perfect information: both players have

More information

Nested Monte-Carlo Search

Nested Monte-Carlo Search Nested Monte-Carlo Search Tristan Cazenave LAMSADE Université Paris-Dauphine Paris, France cazenave@lamsade.dauphine.fr Abstract Many problems have a huge state space and no good heuristic to order moves

More information

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

Enhancements for Monte-Carlo Tree Search in Ms Pac-Man Enhancements for Monte-Carlo Tree Search in Ms Pac-Man Tom Pepels June 19, 2012 Abstract In this paper enhancements for the Monte-Carlo Tree Search (MCTS) framework are investigated to play Ms Pac-Man.

More information

Lecture 14. Questions? Friday, February 10 CS 430 Artificial Intelligence - Lecture 14 1

Lecture 14. Questions? Friday, February 10 CS 430 Artificial Intelligence - Lecture 14 1 Lecture 14 Questions? Friday, February 10 CS 430 Artificial Intelligence - Lecture 14 1 Outline Chapter 5 - Adversarial Search Alpha-Beta Pruning Imperfect Real-Time Decisions Stochastic Games Friday,

More information

Learning from Hints: AI for Playing Threes

Learning from Hints: AI for Playing Threes Learning from Hints: AI for Playing Threes Hao Sheng (haosheng), Chen Guo (cguo2) December 17, 2016 1 Introduction The highly addictive stochastic puzzle game Threes by Sirvo LLC. is Apple Game of the

More information

Population Initialization Techniques for RHEA in GVGP

Population Initialization Techniques for RHEA in GVGP Population Initialization Techniques for RHEA in GVGP Raluca D. Gaina, Simon M. Lucas, Diego Perez-Liebana Introduction Rolling Horizon Evolutionary Algorithms (RHEA) show promise in General Video Game

More information

Information capture and reuse strategies in Monte Carlo Tree Search, with applications to games of hidden information

Information capture and reuse strategies in Monte Carlo Tree Search, with applications to games of hidden information Information capture and reuse strategies in Monte Carlo Tree Search, with applications to games of hidden information Edward J. Powley, Peter I. Cowling, Daniel Whitehouse Department of Computer Science,

More information

Implementation of Upper Confidence Bounds for Trees (UCT) on Gomoku

Implementation of Upper Confidence Bounds for Trees (UCT) on Gomoku Implementation of Upper Confidence Bounds for Trees (UCT) on Gomoku Guanlin Zhou (gz2250), Nan Yu (ny2263), Yanqing Dai (yd2369), Yingtao Zhong (yz3276) 1. Introduction: Reinforcement Learning for Gomoku

More information

Monte Carlo Tree Search for games with Hidden Information and Uncertainty. Daniel Whitehouse PhD University of York Computer Science

Monte Carlo Tree Search for games with Hidden Information and Uncertainty. Daniel Whitehouse PhD University of York Computer Science Monte Carlo Tree Search for games with Hidden Information and Uncertainty Daniel Whitehouse PhD University of York Computer Science August, 2014 Abstract Monte Carlo Tree Search (MCTS) is an AI technique

More information

The Combinatorial Multi-Armed Bandit Problem and Its Application to Real-Time Strategy Games

The Combinatorial Multi-Armed Bandit Problem and Its Application to Real-Time Strategy Games Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment The Combinatorial Multi-Armed Bandit Problem and Its Application to Real-Time Strategy Games Santiago

More information

CS 1571 Introduction to AI Lecture 12. Adversarial search. CS 1571 Intro to AI. Announcements

CS 1571 Introduction to AI Lecture 12. Adversarial search. CS 1571 Intro to AI. Announcements CS 171 Introduction to AI Lecture 1 Adversarial search Milos Hauskrecht milos@cs.pitt.edu 39 Sennott Square Announcements Homework assignment is out Programming and experiments Simulated annealing + Genetic

More information

Module 3. Problem Solving using Search- (Two agent) Version 2 CSE IIT, Kharagpur

Module 3. Problem Solving using Search- (Two agent) Version 2 CSE IIT, Kharagpur Module 3 Problem Solving using Search- (Two agent) 3.1 Instructional Objective The students should understand the formulation of multi-agent search and in detail two-agent search. Students should b familiar

More information

Ar#ficial)Intelligence!!

Ar#ficial)Intelligence!! Introduc*on! Ar#ficial)Intelligence!! Roman Barták Department of Theoretical Computer Science and Mathematical Logic So far we assumed a single-agent environment, but what if there are more agents and

More information

By David Anderson SZTAKI (Budapest, Hungary) WPI D2009

By David Anderson SZTAKI (Budapest, Hungary) WPI D2009 By David Anderson SZTAKI (Budapest, Hungary) WPI D2009 1997, Deep Blue won against Kasparov Average workstation can defeat best Chess players Computer Chess no longer interesting Go is much harder for

More information

AI Applications in Genetic Algorithms

AI Applications in Genetic Algorithms AI Applications in Genetic Algorithms CSE 352 Anita Wasilewska TEAM 6 Johnson Lu Sherry Ko Taqrim Sayed David Park 1 Works Cited https://www.mathworks.com/discovery/genetic-algorithm.html https://www.mathworks.com/help/gads/what-is-the-genetic-algorithm.html?requesteddomain=www.mathworks.com

More information

Intuition Mini-Max 2

Intuition Mini-Max 2 Games Today Saying Deep Blue doesn t really think about chess is like saying an airplane doesn t really fly because it doesn t flap its wings. Drew McDermott I could feel I could smell a new kind of intelligence

More information

MONTE-CARLO TWIXT. Janik Steinhauer. Master Thesis 10-08

MONTE-CARLO TWIXT. Janik Steinhauer. Master Thesis 10-08 MONTE-CARLO TWIXT Janik Steinhauer Master Thesis 10-08 Thesis submitted in partial fulfilment of the requirements for the degree of Master of Science of Artificial Intelligence at the Faculty of Humanities

More information

Game playing. Outline

Game playing. Outline Game playing Chapter 6, Sections 1 8 CS 480 Outline Perfect play Resource limits α β pruning Games of chance Games of imperfect information Games vs. search problems Unpredictable opponent solution is

More information

Games. Adversarial Search. Zero- Sum Games. Non- Zero- Sum Games 9/26/09. CISC481/681, Lecture #7 Ben

Games. Adversarial Search. Zero- Sum Games. Non- Zero- Sum Games 9/26/09. CISC481/681, Lecture #7 Ben Games Adversarial Search CISC481/681, Lecture #7 Ben Cartere@e TradiIonal context of adversarial search Two agents, each trying to win a game One is our agent, the other is the adversary Simplest types

More information

CS 188: Artificial Intelligence

CS 188: Artificial Intelligence CS 188: Artificial Intelligence Adversarial Search Instructor: Stuart Russell University of California, Berkeley Game Playing State-of-the-Art Checkers: 1950: First computer player. 1959: Samuel s self-taught

More information

Today. Nondeterministic games: backgammon. Algorithm for nondeterministic games. Nondeterministic games in general. See Russell and Norvig, chapter 6

Today. Nondeterministic games: backgammon. Algorithm for nondeterministic games. Nondeterministic games in general. See Russell and Norvig, chapter 6 Today See Russell and Norvig, chapter Game playing Nondeterministic games Games with imperfect information Nondeterministic games: backgammon 5 8 9 5 9 8 5 Nondeterministic games in general In nondeterministic

More information

Monte-Carlo Tree Search for the Simultaneous Move Game Tron

Monte-Carlo Tree Search for the Simultaneous Move Game Tron Monte-Carlo Tree Search for the Simultaneous Move Game Tron N.G.P. Den Teuling June 27, 2011 Abstract Monte-Carlo Tree Search (MCTS) has been successfully applied to many games, particularly in Go. In

More information

Foundations of Artificial Intelligence

Foundations of Artificial Intelligence Foundations of Artificial Intelligence 6. Board Games Search Strategies for Games, Games with Chance, State of the Art Joschka Boedecker and Wolfram Burgard and Frank Hutter and Bernhard Nebel Albert-Ludwigs-Universität

More information

Adversarial Search (Game Playing)

Adversarial Search (Game Playing) Artificial Intelligence Adversarial Search (Game Playing) Chapter 5 Adapted from materials by Tim Finin, Marie desjardins, and Charles R. Dyer Outline Game playing State of the art and resources Framework

More information

Artificial Intelligence. Topic 5. Game playing

Artificial Intelligence. Topic 5. Game playing Artificial Intelligence Topic 5 Game playing broadening our world view dealing with incompleteness why play games? perfect decisions the Minimax algorithm dealing with resource limits evaluation functions

More information

AN ABSTRACT OF THE THESIS OF

AN ABSTRACT OF THE THESIS OF AN ABSTRACT OF THE THESIS OF Paul Lewis for the degree of Master of Science in Computer Science presented on June 1, 2010. Title: Ensemble Monte-Carlo Planning: An Empirical Study Abstract approved: Alan

More information

Artificial Intelligence. Cameron Jett, William Kentris, Arthur Mo, Juan Roman

Artificial Intelligence. Cameron Jett, William Kentris, Arthur Mo, Juan Roman Artificial Intelligence Cameron Jett, William Kentris, Arthur Mo, Juan Roman AI Outline Handicap for AI Machine Learning Monte Carlo Methods Group Intelligence Incorporating stupidity into game AI overview

More information

AN ABSTRACT OF THE THESIS OF

AN ABSTRACT OF THE THESIS OF AN ABSTRACT OF THE THESIS OF Radha-Krishna Balla for the degree of Master of Science in Computer Science presented on February 19, 2009. Title: UCT for Tactical Assault Battles in Real-Time Strategy Games.

More information

46.1 Introduction. Foundations of Artificial Intelligence Introduction MCTS in AlphaGo Neural Networks. 46.

46.1 Introduction. Foundations of Artificial Intelligence Introduction MCTS in AlphaGo Neural Networks. 46. Foundations of Artificial Intelligence May 30, 2016 46. AlphaGo and Outlook Foundations of Artificial Intelligence 46. AlphaGo and Outlook Thomas Keller Universität Basel May 30, 2016 46.1 Introduction

More information

Game Algorithms Go and MCTS. Petr Baudiš, 2011

Game Algorithms Go and MCTS. Petr Baudiš, 2011 Game Algorithms Go and MCTS Petr Baudiš, 2011 Outline What is Go and why is it interesting Possible approaches to solving Go Monte Carlo and UCT Enhancing the MC simulations Enhancing the tree search Automatic

More information

CS 188: Artificial Intelligence Spring Game Playing in Practice

CS 188: Artificial Intelligence Spring Game Playing in Practice CS 188: Artificial Intelligence Spring 2006 Lecture 23: Games 4/18/2006 Dan Klein UC Berkeley Game Playing in Practice Checkers: Chinook ended 40-year-reign of human world champion Marion Tinsley in 1994.

More information

Aja Huang Cho Chikun David Silver Demis Hassabis. Fan Hui Geoff Hinton Lee Sedol Michael Redmond

Aja Huang Cho Chikun David Silver Demis Hassabis. Fan Hui Geoff Hinton Lee Sedol Michael Redmond CMPUT 396 3 hr closedbook 6 pages, 7 marks/page page 1 1. [3 marks] For each person or program, give the label of its description. Aja Huang Cho Chikun David Silver Demis Hassabis Fan Hui Geoff Hinton

More information

Artificial Intelligence

Artificial Intelligence Artificial Intelligence Jeff Clune Assistant Professor Evolving Artificial Intelligence Laboratory AI Challenge One 140 Challenge 1 grades 120 100 80 60 AI Challenge One Transform to graph Explore the

More information

Game Playing State-of-the-Art

Game Playing State-of-the-Art Adversarial Search [These slides were created by Dan Klein and Pieter Abbeel for CS188 Intro to AI at UC Berkeley. All CS188 materials are available at http://ai.berkeley.edu.] Game Playing State-of-the-Art

More information

Andrei Behel AC-43И 1

Andrei Behel AC-43И 1 Andrei Behel AC-43И 1 History The game of Go originated in China more than 2,500 years ago. The rules of the game are simple: Players take turns to place black or white stones on a board, trying to capture

More information

情報処理学会研究報告 IPSJ SIG Technical Report Vol.2010-GI-24 No /6/25 UCT UCT UCT UCB A new UCT search method using position evaluation function an

情報処理学会研究報告 IPSJ SIG Technical Report Vol.2010-GI-24 No /6/25 UCT UCT UCT UCB A new UCT search method using position evaluation function an UCT 1 2 1 UCT UCT UCB A new UCT search method using position evaluation function and its evaluation by Othello Shota Maehara, 1 Tsuyoshi Hashimoto 2 and Yasuyuki Kobayashi 1 The Monte Carlo tree search,

More information