Information Technology Reference
In-Depth Information
Section 2 describes related works. Section 3 presents move-groups, chance-
nodes and group-nodes principles applied to
algorithms and different
regrouping policies. Section 4 shows experimental results. At the end, section 5
concludes.
MCTS
2 Related Works
In this section we expose related works on creating nodes and regrouping them
in CDC and in stochastic games.
Most previous works related to CDC consider openings building [2], endgames
building [3-5], sub-problems resolution [6]. Due to a long expertise in alpha-beta ,
most programs use the minimax extension to games of chance called expecti-
max [7] with its common pruning extensions Star1 and Star2 [8]. It remains
that
programs are highly sensitive to their parameters [1].
Move-groups have been proposed in [10] to address the problem of
MCTS
in
games with a high branching factor. When there are too many moves, it can be
a good heuristic to regroup the statistics of moves that share some properties.
For example in the game of Amazons where the branching factor can be of the
order of a thousand of moves, a natural way to reduce the branching factor is to
separate the queen move from the stone placement. In the imperfect information
game Dou Di Zhu, Information Set [11] has been combined with move-groups:
the player first chooses the base move and then the kicker, as two separate
consecutive decision nodes in the tree. Move-groups have also been analyzed on
an abstract game [12].
Chen et al. [7] used alpha-beta algorithm with different revealing policies com-
bined with the initial-depth flipping method to reduce the branching factor.
Yen et al. [1] presented a non-deterministic
MCTS
with chance-nodes [13].
They create shorter simulation by moderating the three policies named Capture
First , Capture Stronger Piece First and Capture and Escape Stronger Piece First .
Jouandeau and Cazenave [9] presented MCTS influence of various playout
size, of basic or advanced policies and with heuristic playouts. They studied
group constitution related to position's pieces. They showed that relevant play-
out sizes, policies and heuristic playouts are not equivalent for chance-nodes and
group-nodes.
More generally,
MCTS
has been successfully applied in the past to other
multi-player perfect information stochastic games with different regrouping op-
timizations.
In
MCTS
, Monte Carlo playouts have been parallelized to evaluate a
position. As playing a position depends on dices, random dices sequences have
been also evaluate in parallel. As the number of possible moves increases when
dices are doubles, states evaluation can be divided in 2 sub-problems [14] : the
first without double dices and the second with double dices. In other words, they
distinguished states in 2 groups : light states that have small branching factor
and heavy states that have huge branching factor.
In
Backgammon
, simulations are restricted inside a directed acyclic graph to
produce existing words [15].
Scrabble
 
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