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For questions related to game design involving AI.
10
votes
Does Monte Carlo tree search qualify as machine learning?
John's answer is correct in that MCTS is traditionally not viewed as a Machine Learning approach, but as a tree search algorithm, and that AlphaZero combines this with Machine Learning techniques (Dee …
9
votes
How do I choose the best algorithm for a board game like checkers?
So far, I have considered only three algorithms, namely, minimax, alpha-beta pruning, and Monte Carlo tree search (MCTS). Apparently, both the alpha-beta pruning and MCTS are extensions of the basi …
8
votes
Accepted
How do I keep track of already visited states in breadth-first search?
You can use a set (in the mathematical sense of the word, i.e. a collection that cannot contain duplicates) to store states that you have already seen. The operations you'll need to be able to perform …
6
votes
Accepted
Can genetic algorithms be used to learn to play multiple games of the same type?
Genetic algorithms and Neural Networks both are "general" methods, in the sense that they are not "domain-specific", they do not rely specifically on any domain knowledge of the game of Mario. So yes, …
6
votes
Which algorithms can we use on games with high branching factors (e.g. Connect6)?
Typically, Monte-Carlo Tree Search (MCTS) actually is the go-to "solution" for such problems with large branching factors. I can understand that "vanilla" MCTS may still have unsatisfactory performanc …
5
votes
Accepted
q learning appears to converge but does not always win against random tic tac toe player
The primary issue I see is that in the loop through time steps t in every training episode, you select actions for both players (who should have opposing goals to each other), but update a single q_ta …
5
votes
Accepted
Why does Monte Carlo work when a real opponent's behavior may not be random
First, we need to distinguish plain Monte-Carlo from Monte-Carlo Tree Search. They're different things.
Monte-Carlo search, in the context of game AI search algorithms, is typically understood to me …
5
votes
Accepted
Any interesting ways to combine Monte Carlo tree search with the minimax algorithm?
There has indeed been some research towards combining MCTS and minimax-like algorithms. For example, the following two publications:
Monte-Carlo Tree Search and minimax hybrids
Monte-Carlo Tree Sear …
5
votes
Accepted
How does Hearthstone AI deal with random events
The most "standard" implementation of MCTS probably involves storing copies of game states inside nodes. This works fine for deterministic games, but not for non-deterministic games due to the reasons …
4
votes
Accepted
Can you analyse a neural network to determine good states?
I don't think your network, trained using PPO to play a card game, already contains sufficient information to also use for drafting. I'm not saying this with 100% certainty, maybe there's something I' …
4
votes
Accepted
Transposition table is only used for roughly 17% of the nodes - is this expected?
I don't think that's necessarily a strange number. It's impossible for anyone to really tell you whether that 17% is "correct" or not without reproducing it, which would require much more info (basica …
4
votes
What else can boost iterative deepening with alpha-beta pruning?
First thing you're going to want to add is probably a Transposition Table, as also suggested by SmallChess.
Afterwards, I'd look into Aspiration Search and/or Principal Variation Search (also see thi …
3
votes
How can both agents know the terminal reward in self-play reinforcement learning?
When one agent makes a move, that move should be perceived as part of the "state transition" executed "by the environment" from the perspective of the other agent.
For example, suppose that, as a "ne …
3
votes
Inconsistency in TD-Leaf algorithm in KnightCap chess engine
The second equation is correct. In TD($\lambda$), the $\lambda$ parameter can be tuned to smoothly vary between single-step updates (essentially what Sarsa does) in the case of $\lambda = 0$, and Mont …
3
votes
Accepted
Could you share with me the tree size, search time and search depth of your implementation o...
Intuitively I kind of doubt expecting a search depth of 10 in half a second is reasonable, especially for the initial game state where there's a rather large branching factor and no immediately-winnin …