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Analysis of the Impact of Randomization of Search-Control Parameters in Monte-Carlo Tree Search

Journal of Artificial Intelligence Research

Monte-Carlo Tree Search (MCTS) has been applied successfully in many domains, including games. However, its performance is not uniform on all domains, and it also depends on how parameters that control the search are set. Parameter values that are optimal for a task might be sub-optimal for another. In a domain that tackles many games with different characteristics, like general game playing (GGP), selecting appropriate parameter settings is not a trivial task. Games are unknown to the player, thus, finding optimal parameters for a given game in advance is not feasible. Previous work has looked into tuning parameter values online, while the game is being played, showing some promising results. This tuning approach looks for optimal parameter values, balancing exploitation of values that performed well so far in the search and exploration of less sampled values. Continuously changing parameter values while performing the search, combined also with exploration of multiple values, introduces some randomization in the process. In addition, previous research indicates that adding randomization to certain components of MCTS might increase the diversification of the search and improve the performance. Therefore, this article investigates the effect of randomly selecting values for MCTS search-control parameters online among predefined sets of reasonable values. For the GGP domain, this article evaluates four different online parameter randomization strategies by comparing them with other methods to set parameter values: online parameter tuning, offline parameter tuning and sub-optimal parameter choices. Results on a set of 14 heterogeneous abstract games show that randomizing parameter values before each simulation has a positive effect on the search in some of the tested games, with respect to using fixed offline-tuned parameters. Moreover, results show a clear distinction between games for which online parameter tuning works best and games for which online randomization works best. In addition, the overall performance of online parameter randomization is closer to the one of online parameter turning than the one of sub-optimal parameter values, showing that online randomization is a reasonable parameter selection strategy. When analyzing the structure of the search trees generated by agents that use the different parameters selection strategies, it is clear that randomization causes MCTS to become more explorative, which is helpful for alignment games that present many winning paths in their trees. Online parameter tuning, instead, seems more suitable for games that present narrow winning paths and many losing paths.


Rinascimento: using event-value functions for playing Splendor

arXiv.org Artificial Intelligence

In the realm of games research, Artificial General Intelligence algorithms often use score as main reward signal for learning or playing actions. However this has shown its severe limitations when the point rewards are very rare or absent until the end of the game. This paper proposes a new approach based on event logging: the game state triggers an event every time one of its features changes. These events are processed by an Event-value Function (EF) that assigns a value to a single action or a sequence. The experiments have shown that such approach can mitigate the problem of scarce point rewards and improve the AI performance. Furthermore this represents a step forward in controlling the strategy adopted by the artificial agent, by describing a much richer and controllable behavioural space through the EF. Tuned EF are able to neatly synthesise the relevance of the events in the game. Agents using an EF show more robust when playing games with several opponents.


Weighting NTBEA for Game AI Optimisation

arXiv.org Artificial Intelligence

The N-Tuple Bandit Evolutionary Algorithm (NTBEA) has proven very effective in optimising algorithm parameters in Game AI. A potential weakness is the use of a simple average of all component Tuples in the model. This study investigates a refinement to the N-Tuple model used in NTBEA by weighting these component Tuples by their level of information and specificity of match. We introduce weighting functions to the model to obtain Weighted- NTBEA and test this on four benchmark functions and two game environments. These tests show that vanilla NTBEA is the most reliable and performant of the algorithms tested. Furthermore we show that given an iteration budget it is better to execute several independent NTBEA runs, and use part of the budget to find the best recommendation from these runs.


Rolling Horizon Evolutionary Algorithms for General Video Game Playing

arXiv.org Artificial Intelligence

Game-playing Evolutionary Algorithms, specifically Rolling Horizon Evolutionary Algorithms, have recently managed to beat the state of the art in performance across many games. However, the best results per game are highly dependent on the specific configuration of modifications and hybrids introduced over several works, each described as parameters in the algorithm. However, the search for the best parameters has been reduced to several human-picked combinations, as the possibility space has grown beyond exhaustive search. This paper presents the state of the art in Rolling Horizon Evolutionary algorithms, combining all modifications described in literature and some additional ones for a large resultant hybrid. It then uses a parameter optimiser, the N-Tuple Bandit Evolutionary Algorithm, to find the best combination of parameters in 20 games with various properties from the General Video Game AI Framework. We highlight the noisy optimisation problem resultant, as both the games and the algorithm being optimised are stochastic. We then analyse the algorithm's parameters and interesting combinations revealed through the parameter optimisation process. Lastly, we show that it is possible to automatically explore a large parameter space and find configurations which outperform the state of the art on several games.


Efficient Evolutionary Methods for Game Agent Optimisation: Model-Based is Best

arXiv.org Artificial Intelligence

This paper introduces a simple and fast variant of Planet Wars as a test-bed for statistical planning based Game AI agents, and for noisy hyper-parameter optimisation. Planet Wars is a real-time strategy game with simple rules but complex game-play. The variant introduced in this paper is designed for speed to enable efficient experimentation, and also for a fixed action space to enable practical inter-operability with General Video Game AI agents. If we treat the game as a win-loss game (which is standard), then this leads to challenging noisy optimisation problems both in tuning agents to play the game, and in tuning game parameters. Here we focus on the problem of tuning an agent, and report results using the recently developed N-Tuple Bandit Evolutionary Algorithm and a number of other optimisers, including Sequential Model-based Algorithm Configuration (SMAC). Results indicate that the N-Tuple Bandit Evolutionary offers competitive performance as well as insight into the effects of combinations of parameter choices.


The N-Tuple Bandit Evolutionary Algorithm for Game Agent Optimisation

arXiv.org Artificial Intelligence

This paper describes the N-Tuple Bandit Evolutionary Algorithm (NTBEA) and its application to optimising the parameters of a rolling horizon evolution game-playing agent. The NTBEA combines evolutionary search with Multi-Armed Bandit algorithms (MABs) in order to provide an algorithm which is robust to noise, has an explicit way to balance the tradeoff between exploration and exploitation, and provides a statistical model of the fitness landscape as an additional output. The applications of this type of algorithm are numerous. In our research we have already applied it successfully to hyperparameter optimisation [1] and automated game tuning [2]. Furthermore, if the inherent fitness landscape is flat, then the exploration term provides a means for performing novelty search [3]. A. Estimation of Distribution Algorithms Estimation of Distribution Algorithms (EDAs) [4], [5], [6], [7], [8] are a powerful class of Evolutionary Algorithms (EAs).