game tree search
Bootstrapping from Game Tree Search
In this paper we introduce a new algorithm for updating the parameters of a heuristic evaluation function, by updating the heuristic towards the values computed by an alpha-beta search. Our algorithm differs from previous approaches to learning from search, such as Samuels checkers player and the TD-Leaf algorithm, in two key ways. First, we update all nodes in the search tree, rather than a single node. Second, we use the outcome of a deep search, instead of the outcome of a subsequent search, as the training signal for the evaluation function. We implemented our algorithm in a chess program Meep, using a linear heuristic function.
Bootstrapping from Game Tree Search
Veness, Joel, Silver, David, Blair, Alan, Uther, William
In this paper we introduce a new algorithm for updating the parameters of a heuristic evaluation function, by updating the heuristic towards the values computed by an alpha-beta search. Our algorithm differs from previous approaches to learning from search, such as Samuels checkers player and the TD-Leaf algorithm, in two key ways. First, we update all nodes in the search tree, rather than a single node. Second, we use the outcome of a deep search, instead of the outcome of a subsequent search, as the training signal for the evaluation function. We implemented our algorithm in a chess program Meep, using a linear heuristic function.
Playing Go without Game Tree Search Using Convolutional Neural Networks
Barratt, Jeffrey, Pan, Chuanbo
The game of Go has a long history in East Asian countries, but the field of Computer Go has yet to catch up to humans until the past couple of years. While the rules of Go are simple, the strategy and combinatorics of the game are immensely complex. Even within the past couple of years, new programs that rely on neural networks to evaluate board positions still explore many orders of magnitude more board positions per second than a professional can. We attempt to mimic human intuition in the game by creating a convolutional neural policy network which, without any sort of tree search, should play the game at or above the level of most humans. We introduce three structures and training methods that aim to create a strong Go player: non-rectangular convolutions, which will better learn the shapes on the board, supervised learning, training on a data set of 53,000 professional games, and reinforcement learning, training on games played between different versions of the network. Our network has already surpassed the skill level of intermediate amateurs simply using supervised learning. Further training and implementation of non-rectangular convolutions and reinforcement learning will likely increase this skill level much further.
Game Tree Search in a Robust Multistage Optimization Framework: Exploiting Pruning Mechanisms
Hartisch, Michael, Lorenz, Ulf
We investigate pruning in search trees of so-called quantified integer linear programs (QIPs). QIPs consist of a set of linear inequalities and a minimax objective function, where some variables are existentially and others are universally quantified. They can be interpreted as two-person zero-sum games between an existential and a universal player on the one hand, or multistage optimization problems under uncertainty on the other hand. Solutions are so-called winning strategies for the existential player that specify how to react on moves of the universal player - i.e. certain assignments of universally quantified variables - to certainly win the game. QIPs can be solved with the help of game tree search that is enhanced with non-chronological back-jumping. We develop and theoretically substantiate pruning techniques based upon (algebraic) properties similar to pruning mechanisms known from linear programming and quantified boolean formulas. The presented Strategic Copy-Pruning mechanism allows to \textit{implicitly} deduce the existence of a strategy in linear time (by static examination of the QIP-matrix) without explicitly traversing the strategy itself. We show that the implementation of our findings can massively speed up the search process.
Adversarial Hierarchical-Task Network Planning for Complex Real-Time Games
Ontanon, Santiago (Drexel University) | Buro, Michael (University of Alberta)
Real-time strategy (RTS) games are hard from an AI point of view because they have enormous state spaces, combinatorial branching factors, allow simultaneous and durative actions, and players have very little time to choose actions. For these reasons, standard game tree search methods such as alpha- beta search or Monte Carlo Tree Search (MCTS) are not sufficient by themselves to handle these games. This paper presents an alternative approach called Adversarial Hierarchical Task Network (AHTN) planning that combines ideas from game tree search with HTN planning. We present the basic algorithm, relate it to existing adversarial hierarchical planning methods, and present new extensions for simultaneous and durative actions to handle RTS games. We also present empirical results for the μRTS game, comparing it to other state of the art search algorithms for RTS games.
Experiments with Game Tree Search in Real-Time Strategy Games
Game tree search algorithms such as minimax have been used with enormous success in turn-based adversarial games such as Chess or Checkers. However, such algorithms cannot be directly applied to real-time strategy (RTS) games because a number of reasons. For example, minimax assumes a turn-taking game mechanics, not present in RTS games. In this paper we present RTMM, a real-time variant of the standard minimax algorithm, and discuss its applicability in the context of RTS games. We discuss its strengths and weaknesses, and evaluate it in two real-time games.