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Recent real-time heuristic search algorithms have demonstrated outstanding performance in video-game pathfinding. However, their applications have been thus far limited to that domain. We proceed with the aim of facilitating wider…
Search-based procedural content generation uses stochastic global optimization algorithms to search for game content. However, standard tree search algorithms can be competitive with evolution on some optimization problems. We investigate…
We present a generative optimization approach for learning game-playing agents, where policies are represented as Python programs and refined using large language models (LLMs). Our method treats decision-making policies as self-evolving…
This paper presents the first experimental evaluation of four previously untested modifications of Unbounded Best-First Minimax algorithm. This algorithm explores the game tree by iteratively expanding the most promising sequences of…
Game boards are described in the Ludii general game system by their underlying graphs, based on tiling, shape and graph operators, with the automatic detection of important properties such as topological relationships between graph…
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…
We fully characterize the core of a broad class of nonlinear games by identifying a suitable relaxation for inherent nonlinearity, directly generalizing the linear frameworks in the literature. This characterization significantly expands…
This paper proposes a new game-search algorithm, PN-MCTS, which combines Monte-Carlo Tree Search (MCTS) and Proof-Number Search (PNS). These two algorithms have been successfully applied for decision making in a range of domains. We define…
We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a…
This paper introduces a new paradigm for minimax game-tree search algo- rithms. MT is a memory-enhanced version of Pearls Test procedure. By changing the way MT is called, a number of best-first game-tree search algorithms can be simply and…
Game Theory studies situations in which multiple agents having conflicting objectives have to reach a collective decision. The question of a compact representation language for agents utility function is of crucial importance since the…
Imperfect information games (IIG) are games in which each player only partially observes the current game state. We study how to learn $\epsilon$-optimal strategies in a zero-sum IIG through self-play with trajectory feedback. We give a…
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…
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…
Designing distributed algorithms for multi-agent problems is vital for many emerging application domains, and game-theoretic approaches are emerging as a useful paradigm to design such algorithms. However, much of the emphasis of the…
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.…
Proof-Number Search is a best-first search algorithm with many successful applications, especially in game solving. As large-scale computing clusters become increasingly accessible, parallelization is a natural way to accelerate…
Real-time heuristic search algorithms satisfy a constant bound on the amount of planning per action, independent of problem size. As a result, they scale up well as problems become larger. This property would make them well suited for video…
We propose a new General Game Playing (GGP) language called Regular Boardgames (RBG), which is based on the theory of regular languages. The objective of RBG is to join key properties as expressiveness, efficiency, and naturalness of the…
Monte Carlo Tree Search (MCTS) algorithms have achieved great success on many challenging benchmarks (e.g., Computer Go). However, they generally require a large number of rollouts, making their applications costly. Furthermore, it is also…