Related papers: MCTS Based Agents for Multistage Single-Player Car…
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…
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 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) is a powerful approach to designing game-playing bots or solving sequential decision problems. The method relies on intelligent tree search that balances exploration and exploitation. MCTS performs random…
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)…
Large Language Models (LLM) are increasingly being explored for problem-solving tasks. However, their strategic planning capability is often viewed with skepticism. Recent studies have incorporated the Monte Carlo Tree Search (MCTS)…
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…
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…
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…
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…
Monte-Carlo Tree Search (MCTS) is a fundamental sampling-based search algorithm widely used for online planning in sequential decision-making domains. Despite its success in driving recent advances in artificial intelligence, understanding…
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…
Monte Carlo Tree Search (MCTS) algorithms perform simulation-based search to improve policies online. During search, the simulation policy is adapted to explore the most promising lines of play. MCTS has been used by state-of-the-art…
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…
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…
This paper introduces a new negotiating agent model for automated negotiation. We focus on applications without time pressure with multidi-mensional negotiation on both continuous and discrete domains. The agent bidding strategy relies on…
In this paper, we study the effects of several Monte Carlo Tree Search (MCTS) modifications for video game testing. Although MCTS modifications are highly studied in game playing, their impacts on finding bugs are blank. We focused on bug…
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…
In this study, we explore the efficiency of the Monte Carlo Tree Search (MCTS), a prominent decision-making algorithm renowned for its effectiveness in complex decision environments, contingent upon the volume of simulations conducted.…
In many games, moves consist of several decisions made by the player. These decisions can be viewed as separate moves, which is already a common practice in multi-action games for efficiency reasons. Such division of a player move into a…