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Real Time Strategy (RTS) games require macro strategies as well as micro strategies to obtain satisfactory performance since it has large state space, action space, and hidden information. This paper presents a novel hierarchical…

机器学习 · 计算机科学 2019-06-24 Zhijian Zhang , Haozheng Li , Luo Zhang , Tianyin Zheng , Ting Zhang , Xiong Hao , Xiaoxin Chen , Min Chen , Fangxu Xiao , Wei Zhou

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…

多智能体系统 · 计算机科学 2019-09-23 Cédric Buron , Zahia Guessoum , Sylvain Ductor

This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas. Theoretically grounded in psychological decision theory,…

人工智能 · 计算机科学 2018-02-21 Christoffer Holmgård , Michael Cerny Green , Antonios Liapis , Julian Togelius

Tree search-based methods have made significant progress in enhancing the code generation capabilities of large language models. However, due to the difficulty in effectively evaluating intermediate algorithmic steps and the inability to…

人工智能 · 计算机科学 2025-12-18 Yuanyuan Lin , Xiangyu Ouyang , Teng Zhang , Kaixin Sui

Basically, in (one-player) war Real Time Strategy (wRTS) games a human player controls, in real time, an army consisting of a number of soldiers and her aim is to destroy the opponent's assets where the opponent is a virtual (i.e.,…

神经与进化计算 · 计算机科学 2012-01-17 José A. García Gutiérrez , Carlos Cotta , Antonio J. Fernández-Leiva

Monte Carlo Tree Search (MCTS) is an effective test-time compute scaling (TTCS) method for improving the reasoning performance of large language models, but its highly variable execution time leads to severe long-tail latency in practice.…

人工智能 · 计算机科学 2026-04-02 Hongbeen Kim , Juhyun Lee , Sanghyeon Lee , Kwanghoon Choi , Jaehyuk Huh

AlphaZero in 2017 was able to master chess and other games without human knowledge by playing millions of games against itself (self-play), with a computation budget running in the tens of millions of dollars. It used a variant of the Monte…

人工智能 · 计算机科学 2025-04-11 Ameya Joshi

We attack the problem of controlling teams of autonomous units during skirmishes in real-time strategy games. Earlier work had shown promise in evolving control algorithm parameters that lead to high performance team behaviors similar to…

神经与进化计算 · 计算机科学 2018-03-09 Sushil J. Louis , Siming Liu

One-shot neural architecture search (NAS) methods significantly reduce the search cost by considering the whole search space as one network, which only needs to be trained once. However, current methods select each operation independently…

计算机视觉与模式识别 · 计算机科学 2021-03-23 Xiu Su , Tao Huang , Yanxi Li , Shan You , Fei Wang , Chen Qian , Changshui Zhang , Chang Xu

Underlying relationships among multi-agent systems (MAS) in hazardous scenarios can be represented as Game-theoretic models. We measure the performance of MAS achieving tasks from the perspective of balancing success probability and system…

多智能体系统 · 计算机科学 2021-08-03 Qin Yang , Ramviyas Parasuraman

A major challenge in decision making domains with large state spaces is to effectively select actions which maximize utility. In recent years, approaches such as reinforcement learning (RL) and search algorithms have been successful to…

人工智能 · 计算机科学 2024-05-28 Henry Taylor , Leonardo Stella

There exists a broad class of sequencing problems, for example, in proteins and polymers that can be formulated as a heuristic search algorithm that involve decision making akin to a computer game. AI gaming algorithms such as Monte Carlo…

软凝聚态物质 · 物理学 2020-06-08 Tarak K Patra , Troy D. Loeffler , Subramanian K R S Sankaranarayanan

In adversarial environments, one side could gain an advantage by identifying the opponent's strategy. For example, in combat games, if an opponents strategy is identified as overly aggressive, one could lay a trap that exploits the…

机器学习 · 计算机科学 2021-08-03 Mark Rucker , Stephen Adams , Roy Hayes , Peter A. Beling

Despite its groundbreaking success in Go and computer games, Monte Carlo Tree Search (MCTS) is computationally expensive as it requires a substantial number of rollouts to construct the search tree, which calls for effective…

机器学习 · 计算机科学 2020-10-06 Anji Liu , Yitao Liang , Ji Liu , Guy Van den Broeck , Jianshu Chen

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)…

人工智能 · 计算机科学 2025-02-05 Bingzheng Gan , Yufan Zhao , Tianyi Zhang , Jing Huang , Yusu Li , Shu Xian Teo , Changwang Zhang , Wei Shi

There have been numerous breakthroughs with reinforcement learning in the recent years, perhaps most notably on Deep Reinforcement Learning successfully playing and winning relatively advanced computer games. There is undoubtedly an…

人工智能 · 计算机科学 2017-12-19 Per-Arne Andersen , Morten Goodwin , Ole-Christoffer Granmo

Recent advances in reinforcement learning have demonstrated its ability to solve hard agent-environment interaction tasks on a super-human level. However, the application of reinforcement learning methods to practical and real-world tasks…

人工智能 · 计算机科学 2021-12-03 Oleg Svidchenko , Aleksei Shpilman

This paper presents an efficient approach to object manipulation planning using Monte Carlo Tree Search (MCTS) to find contact sequences and an efficient ADMM-based trajectory optimization algorithm to evaluate the dynamic feasibility of…

机器人学 · 计算机科学 2023-03-21 Huaijiang Zhu , Avadesh Meduri , Ludovic Righetti

Artificial intelligence (AI) has enabled agents to master complex video games, from first-person shooters like Counter-Strike to real-time strategy games such as StarCraft II and racing games like Gran Turismo. While these achievements are…

We introduce a two-player model of reinforcement learning with memory. Past actions of an iterated game are stored in a memory and used to determine player's next action. To examine the behaviour of the model some approximate methods are…

统计力学 · 物理学 2009-11-13 Adam Lipowski , Krzysztof Gontarek , Marcel Ausloos