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The combination of deep learning and Monte Carlo Tree Search (MCTS) has shown to be effective in various domains, such as board and video games. AlphaGo represented a significant step forward in our ability to learn complex board games, and…
In recent years, state-of-the-art game-playing agents often involve policies that are trained in self-playing processes where Monte Carlo tree search (MCTS) algorithms and trained policies iteratively improve each other. The strongest…
Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that…
Many enhancements to Monte-Carlo Tree Search (MCTS) have been proposed over almost two decades of general game playing and other artificial intelligence research. However, our ability to characterise and understand which variants work well…
While many recent advances in deep reinforcement learning (RL) rely on model-free methods, model-based approaches remain an alluring prospect for their potential to exploit unsupervised data to learn environment model. In this work, we…
Real-Time Strategy (RTS) games have recently become a popular testbed for artificial intelligence research. They represent a complex adversarial domain providing a number of interesting AI challenges. There exists a wide variety of…
Monte Carlo Tree Search (MCTS) is particularly adapted to domains where the potential actions can be represented as a tree of sequential decisions. For an effective action selection, MCTS performs many simulations to build a reliable tree…
We investigate the impact of supervised prediction models on the strength and efficiency of artificial agents that use the Monte-Carlo Tree Search (MCTS) algorithm to play a popular video game Hearthstone: Heroes of Warcraft. We overview…
Traditional search algorithms have issues when applied to games of imperfect information where the number of possible underlying states and trajectories are very large. This challenge is particularly evident in trick-taking card games.…
Much current research in AI and games is being devoted to Monte Carlo search (MCS) algorithms. While the quest for a single unified MCS algorithm that would perform well on all problems is of major interest for AI, practitioners often know…
Training agents in multi-agent competitive games presents significant challenges due to their intricate nature. These challenges are exacerbated by dynamics influenced not only by the environment but also by opponents' strategies. Existing…
Strategy video games challenge AI agents with their combinatorial search space caused by complex game elements. State abstraction is a popular technique that reduces the state space complexity. However, current state abstraction methods for…
Monte-Carlo Tree Search (MCTS) is a family of sampling-based search algorithms widely used for online planning in sequential decision-making domains and at the heart of many recent advances in artificial intelligence. Understanding the…
In this paper we proposed reinforcement learning algorithms with the generalized reward function. In our proposed method we use Q-learning and SARSA algorithms with generalised reward function to train the reinforcement learning agent. We…
Planning problems are among the most important and well-studied problems in artificial intelligence. They are most typically solved by tree search algorithms that simulate ahead into the future, evaluate future states, and back-up those…
Monte Carlo Tree Search (MCTS) methods have proven powerful in planning for sequential decision-making problems such as Go and video games, but their performance can be poor when the planning depth and sampling trajectories are limited or…
Computational Intelligence (CI) in computer games plays an important role that could simulate various aspects of real-life problems. CI in real-time decision-making games can provide a platform for the examination of tree search algorithms.…
In recent years, researchers have achieved great success in applying Deep Reinforcement Learning (DRL) algorithms to Real-time Strategy (RTS) games, creating strong autonomous agents that could defeat professional players in StarCraft~II.…
In games like chess, strategy evolves dramatically across distinct phases - the opening, middlegame, and endgame each demand different forms of reasoning and decision-making. Yet, many modern chess engines rely on a single neural network to…
Humans learn to play video games significantly faster than the state-of-the-art reinforcement learning (RL) algorithms. People seem to build simple models that are easy to learn to support planning and strategic exploration. Inspired by…