Informed Monte Carlo tree search for board games
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Abstract (EN)
Developing artificial intelligence (AI) agents for adversarial game-playing using search-based methods presents the challenge of creating a robust utility function, which demands significant effort and specialized knowledge. Conversely, hastily devised simple utility functions often produce unsatisfactory outcomes. Monte Carlo Tree Search (MCTS) has emerged as a modern approach that avoids the need for such a strong utility function. Nevertheless, MCTS relies on a substantial number of game simulations to deliver accurate results, incurring notable computational expenses. This study introduces an inventive hybrid approach that leverages MCTS's strengths while seamlessly integrating a modified Upper Confidence Bound for Trees (UCB1) algorithm. This hybridization enhances MCTS's ability to exploit opportunities by including a basic utility function, reducing its reliance on a complex utility function. We conducted a series of experiments, applying this approach to classic board games like Tic-Tac-Toe, Mangala, and English Checkers. These experiments were compared to traditional Minimax and Alpha-Beta Pruning algorithms, along with the pure MCTS method.
Author
Emre Yılmaz
Institution
How to Cite
Emre Yılmaz (Master Thesis). Informed Monte Carlo tree search for board games, 2024, Ankara Yıldırım Beyazıt University.
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