Université Paris-Dauphine
Nested Monte Carlo Search for Two-Player Games
Cazenave, Tristan (Université Paris-Dauphine) | Saffidine, Abdallah (The University of New South Wales) | Schofield, Michael (The University of New South Wales) | Thielscher, Michael (The University of New South Wales)
The use of the Monte Carlo playouts as an evaluation function has proved to be a viable, general technique for searching intractable game spaces. This facilitate the use of statistical techniques like Monte Carlo Tree Search (MCTS), but is also known to require significant processing overhead. We seek to improve the quality of information extracted from the Monte Carlo playout in three ways. Firstly, by nesting the evaluation function inside another evaluation function; secondly, by measuring and utilising the depth of the playout; and thirdly, by incorporating pruning strategies that eliminate unnecessary searches and avoid traps. Our experimental data, obtained on a variety of two-player games from past General Game Playing (GGP) competitions and others, demonstrate the usefulness of these techniques in a Nested Player when pitted against a standard, optimised UCT player.
Multi-Attribute Proportional Representation
Lang, Jérôme (Université Paris-Dauphine) | Skowron, Piotr Krzysztof (University of Oxford)
We consider the following problem in which a given number of items has to be chosen from a predefined set. Each item is described by a vector of attributes and for each attribute there is a desired distribution that the selected set should fit. We look for a set that fits as much as possible the desired distributions on all attributes. Examples of applications include choosing members of a representative committee, where candidates are described by attributes such as sex, age and profession, and where we look for a committee that for each attribute offers a certain representation, i.e., a single committee that contains a certain number of young and old people, certain number of men and women, certain number of people with different professions, etc. With a single attribute the problem boils down to the apportionment problem for party-list proportional representation systems (in such case the value of the single attribute is the political affiliation of a candidate). We study some properties of the associated subset selection rules, and address their computation.
Robust Winners and Winner Determination Policies under Candidate Uncertainty
Boutilier, Craig (University of Toronto) | Lang, Jérôme (Université Paris-Dauphine) | Oren, Joel (University of Toronto) | Palacios, Héctor (Universitat Pompeu Fabra)
We consider voting situations in which some candidates may turn out to be unavailable. When determining availability is costly (e.g., in terms of money, time, or computation), voting prior to determining candidate availability and testing the winner's availability after the vote may be beneficial. However, since few voting rules are robust to candidate deletion, winner determination requires a number of such availability tests. We outline a model for analyzing such problems, defining robust winners relative to potential candidate unavailability. We assess the complexity of computing robust winners for several voting rules. Assuming a distribution over availability, and costs for availability tests/queries, we describe algorithms for computing optimal query policies, which minimize the expected cost of determining true winners.
Fast Heuristic Search for RTS Game Combat Scenarios
Churchill, David (University of Alberta) | Saffidine, Abdallah (Université Paris-Dauphine) | Buro, Michael (University of Alberta)
Heuristic search has been very successful in abstract game domains such as Chess and Go. In video games, however, adoption has been slow due to the fact that state and move spaces are much larger, real-time constraints are harsher, and constraints on computational resources are tighter. In this paper we present a fast search method — Alpha-Beta search for durative moves— that can defeat commonly used AI scripts in RTS game combat scenarios of up to 8 vs. 8 units running on a single core in under 5ms per search episode. This performance is achieved by using standard search enhancements such as transposition tables and iterative deepening, and novel usage of combat AI scripts for sorting moves and state evaluation via playouts. We also present evidence that commonly used combat scripts are highly exploitable — opening the door for a promising line of research on opponent combat modelling.
Alpha-Beta Pruning for Games with Simultaneous Moves
Saffidine, Abdallah (Université Paris-Dauphine) | Finnsson, Hilmar (Reykjavík University) | Buro, Michael (University of Alberta)
Alpha-Beta pruning is one of the most powerful and fundamental MiniMax search improvements. It was designed for sequential two-player zero-sum perfect information games. In this paper we introduce an Alpha-Beta-like sound pruning method for the more general class of “stacked matrix games” that allow for simultaneous moves by both players. This is accomplished by maintaining upper and lower bounds for achievable payoffs in states with simultaneous actions and dominated action pruning based on the feasibility of certain linear programs. Empirical data shows considerable savings in terms of expanded nodes compared to naive depth-first move computation without pruning.