Preferencje help
Widoczny [Schowaj] Abstrakt
Liczba wyników

Znaleziono wyników: 3

Liczba wyników na stronie
first rewind previous Strona / 1 next fast forward last
Wyniki wyszukiwania
Wyszukiwano:
w słowach kluczowych:  Monte Carlo Tree Search
help Sortuj według:

help Ogranicz wyniki do:
first rewind previous Strona / 1 next fast forward last
EN
The article presents research on the use of Monte-Carlo Tree Search (MCTS) methods to create an artificial player for the popular card game “The Lord of the Rings”. The game is characterized by complicated rules, multi-stage round construction, and a high level of randomness. The described study found that the best probability of a win is received for a strategy combining expert knowledge-based agents with MCTS agents at different decision stages. It is also beneficial to replace random playouts with playouts using expert knowledge. The results of the final experiments indicate that the relative effectiveness of the developed solution grows as the difficulty of the game increases.
2
Content available remote The use of heuristic algorithms: a case study of a card game
EN
In this paper we introduce the results of an experiment consisting in the creation of artificial intelligence using the heuristic algorithm Monte-Carlo Tree Search and evaluation of its effectiveness in the card game Thousand.
EN
This study is concerned with a novel Monte Carlo Tree Search algorithm for the problem of minimal Euclidean Steiner tree on a plane. Given p p p points (terminals) on a plane, the goal is to find a connection between all the points, so that the total sum of the lengths of edges is as low as possible, while an addition of extra points (Steiner points) is allowed. Finding the minimum Steiner tree is known to be np-hard. While exact algorithms exist for this problem in 2D, their efficiency decreases when the number of terminals grows. A novel algorithm based on Upper Confidence Bound for Trees is proposed. It is adapted to the specific characteristics of Steiner trees. A simple heuristic for fast generation of feasible solutions based on Fermat points is proposed together with a correction procedure. By combing Monte Carlo Tree Search and the proposed heuristics, the proposed algorithm is shown to work better than both the greedy heuristic and pure Monte Carlo simulations. Results of numerical experiments for randomly generated and benchmark library problems (from OR-Lib) are presented and discussed.
first rewind previous Strona / 1 next fast forward last
JavaScript jest wyłączony w Twojej przeglądarce internetowej. Włącz go, a następnie odśwież stronę, aby móc w pełni z niej korzystać.