English

Monte Carlo Methods for the Game Kingdomino

Artificial Intelligence 2018-07-17 v2

Abstract

Kingdomino is introduced as an interesting game for studying game playing: the game is multiplayer (4 independent players per game); it has a limited game depth (13 moves per player); and it has limited but not insignificant interaction among players. Several strategies based on locally greedy players, Monte Carlo Evaluation (MCE), and Monte Carlo Tree Search (MCTS) are presented with variants. We examine a variation of UCT called progressive win bias and a playout policy (Player-greedy) focused on selecting good moves for the player. A thorough evaluation is done showing how the strategies perform and how to choose parameters given specific time constraints. The evaluation shows that surprisingly MCE is stronger than MCTS for a game like Kingdomino. All experiments use a cloud-native design, with a game server in a Docker container, and agents communicating using a REST-style JSON protocol. This enables a multi-language approach to separating the game state, the strategy implementations, and the coordination layer.

Keywords

Cite

@article{arxiv.1807.04458,
  title  = {Monte Carlo Methods for the Game Kingdomino},
  author = {Magnus Gedda and Mikael Z. Lagerkvist and Martin Butler},
  journal= {arXiv preprint arXiv:1807.04458},
  year   = {2018}
}

Comments

To be published in IEEE Conference on Computational Intelligence and Games 2018 (IEEE CIG 2018)

R2 v1 2026-06-23T02:58:35.567Z