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Evolutionary algorithms (EAs) have been widely and successfully applied to solve multi-objective optimization problems, due to their nature of population-based search. Population update, a key component in multi-objective EAs (MOEAs), is…

Neural and Evolutionary Computing · Computer Science 2025-02-18 Chao Bian , Yawen Zhou , Miqing Li , Chao Qian

Recent advances in bandit tools and techniques for sequential learning are steadily enabling new applications and are promising the resolution of a range of challenging related problems. We study the game tree search problem, where the goal…

Machine Learning · Statistics 2017-11-07 Emilie Kaufmann , Wouter Koolen

Context: Evolutionary algorithms typically require a large number of evaluations (of solutions) to converge - which can be very slow and expensive to evaluate.Objective: To solve search-based software engineering (SE) problems, using fewer…

Software Engineering · Computer Science 2017-09-19 Jianfeng Chen , Vivek Nair , Tim Menzies

Monte Carlo Tree Search (MCTS) is a branch of stochastic modeling that utilizes decision trees for optimization, mostly applied to artificial intelligence (AI) game players. This project imagines a game in which an AI player searches for a…

Machine Learning · Computer Science 2020-12-01 Elana Kozak , Scott Hottovy

The search ability of an Evolutionary Algorithm (EA) depends on the variation among the individuals in the population. Maintaining an optimal level of diversity in the EA population is imperative to ensure that progress of the EA search is…

Neural and Evolutionary Computing · Computer Science 2014-11-18 Maumita Bhattacharya

Differential evolution possesses a multitude of various strategies for generating new trial solutions. Unfortunately, the best strategy is not known in advance. Moreover, this strategy usually depends on the problem to be solved. This paper…

Neural and Evolutionary Computing · Computer Science 2013-07-04 Iztok Fister , Iztok Fister , Janez Brest

Most experimental studies initialize the population of evolutionary algorithms with random genotypes. In practice, however, optimizers are typically seeded with good candidate solutions either previously known or created according to some…

Neural and Evolutionary Computing · Computer Science 2014-12-02 Tobias Friedrich , Markus Wagner

This paper presents a new Statistical Forward Planning (SFP) method, Rolling Horizon NeuroEvolution of Augmenting Topologies (rhNEAT). Unlike traditional Rolling Horizon Evolution, where an evolutionary algorithm is in charge of evolving a…

Artificial Intelligence · Computer Science 2020-05-15 Diego Perez-Liebana , Muhammad Sajid Alam , Raluca D. Gaina

The induction of additional randomness in parallel and sequential ensemble methods has proven to be worthwhile in many aspects. In this manuscript, we propose and examine a novel random tree depth injection approach suitable for sequential…

Machine Learning · Statistics 2020-09-15 Tobias Markus Krabel , Thi Ngoc Tien Tran , Andreas Groll , Daniel Horn , Carsten Jentsch

Monte Carlo Tree Search (MCTS), most famously used in game-play artificial intelligence (e.g., the game of Go), is a well-known strategy for constructing approximate solutions to sequential decision problems. Its primary innovation is the…

Optimization and Control · Mathematics 2017-04-21 Daniel R. Jiang , Lina Al-Kanj , Warren B. Powell

We examine a type of modified Monte Carlo Tree Search (MCTS) for strategising in combinatorial games. The modifications are derived by analysing simplified strategies and simplified versions of the underlying game and then using the results…

Computer Science and Game Theory · Computer Science 2025-01-14 Michael Haythorpe , Alex Newcombe , Damian O'Dea

Monte Carlo Tree Search is a popular method for solving decision making problems. Faster implementations allow for more simulations within the same wall clock time, directly improving search performance. To this end, we present an…

Artificial Intelligence · Computer Science 2025-08-29 James Ragan , Fred Y. Hadaegh , Soon-Jo Chung

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…

Artificial Intelligence · Computer Science 2018-11-27 Ramtin Keramati , Jay Whang , Patrick Cho , Emma Brunskill

The construction of approximate replication strategies for pricing and hedging of derivative contracts in incomplete markets is a key problem of financial engineering. Recently Reinforcement Learning algorithms for hedging under realistic…

Artificial Intelligence · Computer Science 2023-11-02 Oleg Szehr

This paper presents Generalized Proof-Number Monte-Carlo Tree Search: a generalization of recently proposed combinations of Proof-Number Search (PNS) with Monte-Carlo Tree Search (MCTS), which use (dis)proof numbers to bias UCB1-based…

Artificial Intelligence · Computer Science 2025-06-17 Jakub Kowalski , Dennis J. N. J. Soemers , Szymon Kosakowski , Mark H. M. Winands

We propose Monte Carlo Permutation Search (MCPS), a general-purpose Monte Carlo Tree Search (MCTS) algorithm that improves upon the GRAVE algorithm. MCPS is relevant when deep reinforcement learning is not an option or when the computing…

Machine Learning · Computer Science 2026-05-27 Tristan Cazenave

Reinforcement learning has achieved remarkable success in perfect information games such as Go and Atari, enabling agents to compete at the highest levels against human players. However, research in reinforcement learning for imperfect…

Machine Learning · Computer Science 2024-10-24 Jiamian Li

Rolling Horizon Evolutionary Algorithms (RHEA) are a class of online planning methods for real-time game playing; their performance is closely related to the planning horizon and the search time allowed. In this paper, we propose to learn a…

Artificial Intelligence · Computer Science 2019-02-25 Xin Tong , Weiming Liu , Bin Li

Most decision tree induction algorithms are based on a greedy top-down recursive partitioning strategy for tree growth. In this paper, we propose several methods for induction of decision trees and their ensembles based on evolutionary…

Neural and Evolutionary Computing · Computer Science 2020-02-04 Evgeny Dolotov , Nikolai Zolotykh

Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a…

Artificial Intelligence · Computer Science 2017-03-21 Jialin Liu , Julian Togelius , Diego Perez-Liebana , Simon M. Lucas