playout
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- Europe > Austria > Vienna (0.14)
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Monte Carlo Permutation Search
We propose Monte Carlo Permutation Search (MCPS), a general-purpose Monte Carlo Tree Search (MCTS) algorithm that improves upon the GRAVE algorithm. MCPS is relevant when deep reinforcement learning is not an option, or when the computing power available before play is not substantial, such as in General Game Playing, for example. The principle of MCPS is to include in the exploration term of a node the statistics on all the playouts that contain all the moves on the path from the root to the node. We extensively test MCPS on a variety of games: board games, wargame, investment game, video game and multi-player games. MCPS has better results than GRAVE in all the two-player games. It has equivalent results for multi-player games because these games are inherently balanced even when players have different strengths. We also show that using abstract codes for moves instead of exact codes can be beneficial to both MCPS and GRAVE, as they improve the permutation statistics and the AMAF statistics. We also provide a mathematical derivation of the formulas used for weighting the three sources of statistics. These formulas are an improvement on the GRAVE formula since they no longer use the bias hyperparameter of GRAVE. Moreover, MCPS is not sensitive to the ref hyperparameter.
- Europe > Italy > Piedmont > Turin Province > Turin (0.04)
- South America > Argentina > Pampas > Buenos Aires F.D. > Buenos Aires (0.04)
- Europe > Germany > Bavaria > Upper Bavaria > Munich (0.04)
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Searching Efficient Deep Architectures for Radar Target Detection using Monte-Carlo Tree Search
Lallouet, Noé, Cazenave, Tristan, Enderli, Cyrille, Gourdin, Stéphanie
Recent research works establish deep neural networks as high performing tools for radar target detection, especially on challenging environments (presence of clutter or interferences, multi-target scenarii...). However, the usually large computational complexity of these networks is one of the factors preventing them from being widely implemented in embedded radar systems. We propose to investigate novel neural architecture search (NAS) methods, based on Monte-Carlo Tree Search (MCTS), for finding neural networks achieving the required detection performance and striving towards a lower computational complexity. We evaluate the searched architectures on endoclutter radar signals, in order to compare their respective performance metrics and generalization properties. A novel network satisfying the required detection probability while being significantly lighter than the expert-designed baseline is proposed.
- Europe > France > Île-de-France > Paris > Paris (0.04)
- South America > Argentina > Pampas > Buenos Aires F.D. > Buenos Aires (0.04)
- North America > United States > Massachusetts > Suffolk County > Boston (0.04)
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Adaptive Bias Generalized Rollout Policy Adaptation on the Flexible Job-Shop Scheduling Problem
Kobrosly, Lotfi, Graviers, Marc-Emmanuel Coupvent des, Guettier, Christophe, Cazenave, Tristan
The Flexible Job-Shop Scheduling Problem (FJSSP) is an NP-hard combinatorial optimization problem, with several application domains, especially for manufacturing purposes. The objective is to efficiently schedule multiple operations on dissimilar machines. These operations are gathered into jobs, and operations pertaining to the same job need to be scheduled sequentially. Different methods have been previously tested to solve this problem, such as Constraint Solving, Tabu Search, Genetic Algorithms, or Monte Carlo Tree Search (MCTS). We propose a novel algorithm derived from the Generalized Nested Rollout Policy Adaptation, developed to solve the FJSSP. We report encouraging experimental results, as our algorithm performs better than other MCTS-based approaches, even if makespans obtained on large instances are still far from known upper bounds.
- North America > United States > Massachusetts > Middlesex County > Cambridge (0.04)
- Europe > France > Île-de-France > Paris > Paris (0.04)
Python Agent in Ludii
Neto, Izaias S. de Lima, Vieira, Marco A. A. de Aguiar, Tavares, Anderson R.
Ludii is a Java general game system with a considerable number of board games, with an API for developing new agents and a game description language to create new games. To improve versatility and ease development, we provide Python interfaces for agent programming. This allows the use of Python modules to implement general game playing agents. As a means of enabling Python for creating Ludii agents, the interfaces are implemented using different Java libraries: jpy and Py4J. The main goal of this work is to determine which version is faster. To do so, we conducted a performance analysis of two different GGP algorithms, Minimax adapted to GGP and MCTS. The analysis was performed across several combinatorial games with varying depth, branching factor, and ply time. For reproducibility, we provide tutorials and repositories. Our analysis includes predictive models using regression, which suggest that jpy is faster than Py4J, however slower than a native Java Ludii agent, as expected.
Monte Carlo Search Algorithms Discovering Monte Carlo Tree Search Exploration Terms
Monte Carlo Tree Search and Monte Carlo Search have good results for many combinatorial problems. In this paper we propose to use Monte Carlo Search to design mathematical expressions that are used as exploration terms for Monte Carlo Tree Search algorithms. The optimized Monte Carlo Tree Search algorithms are PUCT and SHUSS. We automatically design the PUCT and the SHUSS root exploration terms. For small search budgets of 32 evaluations the discovered root exploration terms make both algorithms competitive with usual PUCT.
- South America > Argentina > Pampas > Buenos Aires F.D. > Buenos Aires (0.04)
- Europe > Italy > Piedmont > Turin Province > Turin (0.04)
- Europe > Germany > Bavaria > Upper Bavaria > Munich (0.04)
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Learning a Prior for Monte Carlo Search by Replaying Solutions to Combinatorial Problems
Monte Carlo Search gives excellent results in multiple difficult combinatorial problems. Using a prior to perform non uniform playouts during the search improves a lot the results compared to uniform playouts. Handmade heuristics tailored to the combinatorial problem are often used as priors. We propose a method to automatically compute a prior. It uses statistics on solved problems. It is a simple and general method that incurs no computational cost at playout time and that brings large performance gains. The method is applied to three difficult combinatorial problems: Latin Square Completion, Kakuro, and Inverse RNA Folding.
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