scholarly journals Combinatorial Multi-armed Bandits for Real-Time Strategy Games

2017 ◽  
Vol 58 ◽  
pp. 665-702 ◽  
Author(s):  
Santiago Ontañón

Games with large branching factors pose a significant challenge for game tree search algorithms. In this paper, we address this problem with a sampling strategy for Monte Carlo Tree Search (MCTS) algorithms called "naive sampling", based on a variant of the Multi-armed Bandit problem called "Combinatorial Multi-armed Bandits" (CMAB). We analyze the theoretical properties of several variants of naive sampling, and empirically compare it against the other existing strategies in the literature for CMABs. We then evaluate these strategies in the context of real-time strategy (RTS) games, a genre of computer games characterized by their very large branching factors. Our results show that as the branching factor grows, naive sampling outperforms the other sampling strategies.

2018 ◽  
Vol 10 (1) ◽  
pp. 69-77 ◽  
Author(s):  
Nicolas A. Barriga ◽  
Marius Stanescu ◽  
Michael Buro

The developments in the field of computer architecture, it allows humans to play games like Chess, Tic-tac-toe, Go, etc. with computer machines using AI technology. In AI, Game tree search (GTS) is an important approach and is directed toward finding the finest choice of move for computer games. Using the traditional GTS algorithm the computer could not win a human. So there is a need for enhancing algorithms using dynamic parallelism of GPU. The block of thread set is organized on GPU is either one or two or three dimensional for parallel computations. On this, each thread designated by an inimitable mixture of indices. In this paper, parallel computing of node-based Principal Variation Search (PVS) GTS algorithm presented, which runs on GPU using libraries of CUDA. this experiment tested on chess games with different depths and results are compared with the threads on CPU and GPU. The results proved that GPU improves the performance of speedup up to 80 percent on the checkers game. Parallel computing greatly increasing the efficient use of CPU and improves the performances of the PVS-GTS algorithm on GPU to search deeper layers and find the optimal moves for the current players for two-player computer games.


2016 ◽  
Vol 2016 ◽  
pp. 1-14 ◽  
Author(s):  
Hai Nan ◽  
Bin Fang ◽  
Guixin Wang ◽  
Weibin Yang ◽  
Emily Sarah Carruthers ◽  
...  

War chess gaming has so far received insufficient attention but is a significant component of turn-based strategy games (TBS) and is studied in this paper. First, a common game model is proposed through various existing war chess types. Based on the model, we propose a theory frame involving combinational optimization on the one hand and game tree search on the other hand. We also discuss a key problem, namely, that the number of the branching factors of each turn in the game tree is huge. Then, we propose two algorithms for searching in one turn to solve the problem: (1) enumeration by order; (2) enumeration by recursion. The main difference between these two is the permutation method used: the former uses the dictionary sequence method, while the latter uses the recursive permutation method. Finally, we prove that both of these algorithms are optimal, and we analyze the difference between their efficiencies. An important factor is the total time taken for the unit to expand until it achieves its reachable position. The factor, which is the total number of expansions that each unit makes in its reachable position, is set. The conclusion proposed is in terms of this factor: Enumeration by recursion is better than enumeration by order in all situations.


2018 ◽  
Vol 2 (10) ◽  
Author(s):  
Ryohto Sawada ◽  
Yuma Iwasaki ◽  
Masahiko Ishida

Author(s):  
Shogo Takeuchi ◽  
Tomoyuki Kaneko ◽  
Kazunori Yamaguchi

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