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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…
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…
We propose a provably correct Monte Carlo tree search (MCTS) algorithm for solving risk-aware Markov decision processes (MDPs) with entropic risk measure (ERM) objectives. We provide a non-asymptotic analysis of our proposed algorithm,…
Nowadays, the field of Artificial Intelligence in Computer Games (AI in Games) is going to be more alluring since computer games challenge many aspects of AI with a wide range of problems, particularly general problems. One of these kinds…
Monte Carlo (MC) simulations of lattice models are a widely used way to compute thermodynamic properties of substitutional alloys. A limitation to their more widespread use is the difficulty of driving a MC simulation in order to obtain the…
The auxiliary-field quantum Monte Carlo (AFMC) method is a powerful and widely used technique for ground-state and finite-temperature simulations of quantum many-body systems. We introduce several algorithmic improvements for…
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.…
The formulaic alphas are mathematical formulas that transform raw stock data into indicated signals. In the industry, a collection of formulaic alphas is combined to enhance modeling accuracy. Existing alpha mining only employs the neural…
This paper presents a novel approach to automated playtesting for the prediction of human player behavior and experience. It has previously been demonstrated that Deep Reinforcement Learning (DRL) game-playing agents can predict both game…
The combination of Monte-Carlo Tree Search (MCTS) and deep reinforcement learning is state-of-the-art in two-player perfect-information games. In this paper, we describe a search algorithm that uses a variant of MCTS which we enhanced by 1)…
We consider the popular tree-based search strategy within the framework of reinforcement learning, the Monte Carlo Tree Search (MCTS), in the context of finite-horizon Markov decision process. We propose a dynamic sampling tree policy that…
In this work we study a well-known and challenging problem of Multi-agent Pathfinding, when a set of agents is confined to a graph, each agent is assigned a unique start and goal vertices and the task is to find a set of collision-free…
Monte Carlo Tree Search (MCTS) has been extended to many imperfect information games. However, due to the added complexity that uncertainty introduces, these adaptations have not reached the same level of practical success as their perfect…
The Monte Carlo (MC) Hamiltonian is a new stochastic method to solve many-body problems. The MC Hamiltonian represents an effective Hamiltonian in a finite energy window. We construct it from the classical action via Monte Carlo with…
In this work we present a detailed study of the Fermion Monte Carlo algorithm (FMC), a recently proposed stochastic method for calculating fermionic ground-state energies [M.H. Kalos and F. Pederiva, Phys. Rev. Lett. vol. 85, 3547 (2000)].…
Monte Carlo Tree Search (MCTS) is a sampling best-first method to search for optimal decisions. The MCTS's popularity is based on its extraordinary results in the challenging two-player based game Go, a game considered much harder than…
This paper introduces a new Negotiating Agent for automated negotiation on continuous domains and without considering a specified deadline. The agent bidding strategy relies on Monte Carlo Tree Search, which is a trendy method since it has…
Responsibility attribution is a key concept of accountable multi-agent decision making. Given a sequence of actions, responsibility attribution mechanisms quantify the impact of each participating agent to the final outcome. One such…
The article presents research on the use of Monte-Carlo Tree Search (MCTS) methods to create an artificial player for the popular card game "The Lord of the Rings". The game is characterized by complicated rules, multi-stage round…
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…