7 votes

MCTS for non-deterministic games with very high branching factor for chance nodes

You can try using an "Open-Loop" MCTS approach, instead of the standard "closed-loop" one, and eliminate chance nodes altogether. See, for example, Open Loop Search for General Video Game Playing. In ...
Dennis Soemers's user avatar
  • 10.2k
1 vote

How exactly is Monte Carlo counterfactual regret minimization with external sampling implemented?

External sampling and outcome sampling are two ways of defining the sets $Q_1, \dots, Q_n$. I think your mistake is that you think of the $Q_i$ as fixed and taken as input in these shampling schemes. ...
Phil's user avatar
  • 31
1 vote
Accepted

What is the state-space complexity of Spades?

I have calculated an upper bound and modified a calculation of a lower bound for a similar game. I assume the real size is closer to the upper bound. $$ 7.36 \cdot 10^{27} \leq |SPADES| \leq 3.09 \...
Cohensius's user avatar
  • 413
1 vote
Accepted

What would be the most effective self-learning algorithm for a 7 player social deduction game?

It is very likely that you want an algorithm like Counterfactual Minimax Regret. This algorithm has several variants, but they differ mostly in their efficiency. CFR is the algorithm that was used to ...
John Doucette's user avatar
1 vote

MCTS for non-deterministic games with very high branching factor for chance nodes

I would have a look at progressive widening, which was created to address the problem of applying MCTS to continuous stochastic environments. That is, where the probability of encountering the same ...
Venna Banana's user avatar

Only top scored, non community-wiki answers of a minimum length are eligible