arXivDaily arXiv每日学术速递 周一至周五更新
arXiv 1807.04458cs.AI
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Kingdomino博弈的Monte Carlo方法

Monte Carlo Methods for the Game Kingdomino

Tomologic AB(Tomologic公司)

Magnus Gedda, Mikael Z. Lagerkvist, Martin Butler

摘要:

Kingdomino是一款有趣的游戏,用于研究游戏:游戏是多人游戏(每场游戏4名独立玩家);游戏深度有限(每位玩家13步);玩家之间的互动有限但并非微不足道。提出了几种基于局部贪婪博弈者、蒙特卡罗评估(MCE)和蒙特卡罗树搜索(MCTS)的策略及其变体。我们研究了UCT的一个变种,称为渐进式胜利偏见和一个播放策略(玩家贪婪),专注于为玩家选择好的动作。一个彻底的评估完成显示如何执行的策略,以及如何选择参数给定的特定时间限制。评估显示,令人惊讶的是,MCE比MCTS更强,像Kingdomino这样的游戏。所有实验都使用云原生设计,游戏服务器在Docker容器中,代理使用REST风格的JSON协议进行通信。这使得多语言方法能够分离游戏状态、策略实现和协调层。

英文摘要:

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 among players. Several strategies based on locally greedy players, Monte Carlo Evaluation (MCE), and Monte Carlo Tree Search (MCTS) are presented with variants. We examine a variation of UCT called progressive win bias and a playout policy (Player-greedy) focused on selecting good moves for the player. A thorough evaluation is done showing how the strategies perform and how to choose parameters given specific time constraints. The evaluation shows that surprisingly MCE is stronger than MCTS for a game like Kingdomino. All experiments use a cloud-native design, with a game server in a Docker container, and agents communicating using a REST-style JSON protocol. This enables a multi-language approach to separating the game state, the strategy implementations, and the coordination layer.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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