Selective Search in Games of Different Complexity Maarten Schadd
Playing Chess
Computer vs. Human Intuition Feelings Only few variations Aggressive Pruning Selective Search Calculator Fast Examines most variations Safe Pruning Brute-Force Search
Problem Statement How can we improve selective-search methods in such a way that programs increase their performance in domains of different complexity ?
Domains of Different Complexity One-Player Game No Chance Perfect Information Two-Player Game No Chance Perfect Information Two-Player Game Chance or Imperfect Information Multi-Player Game No Chance Perfect Information
One-Player Game No Chance – Perfect Information Research question 1 How can we adapt Monte-Carlo Tree Search for a one-player game?
One player games No opponent! No uncertainty! Why not use all time at the beginning? Deviation on the score of moves
SameGame
Single-Player Monte Carlo Tree Search Selection Strategy – Expansion Strategy –Same Simulation Strategy –TabuColourRandom Policy Back-Propagation Strategy –Average Score, Sum of Squared Results and Best Result achieved so far
Experiments – Simulation Strategy 250 random positions 10 million nodes in memory
One search or several?
Parameter tuning
Highscores DBS 72,816 SP-MCTS(1)73,998 SP-MCTS(2)76,352 MC-RWS76,764 Nested MC77,934 SP-MCTS(3)78,012 Spurious AI84,414 HGSTS84,718
Position 1 – Move 0
Position 1 – Move 10
Position 1 – Move 20
Position 1 – Move 30
Position 1 – Move 40
Position 1 – Move 52
Position 1 – Move 53
Position 1 – Move 63
Two-Player Game No Chance – Perfect Information Research Question 2 How can we solve a two-player game by using Proof-Number Search in combination with endgame database?
Two-Player Game No Chance – Perfect Information Proof-Number SearchEndgame Databases
Fanorona
Average Branchin Factor
Average Number of Pieces
Endgame Database Statistics
Two-Player Game No Chance – Perfect Information 130,820,097,938 nodes Fanorona solved – Draw!
Two-Player Game Chance or Imperfect Information Research Question 3 How can we perform forward pruning at chance nodes in the expectimax framework?
Two-Player Game Chance or Imperfect Information ChanceProbCut Predictions based on shallow search
ChanceProbCut
Stratego
Predicting Stratego
Node Reduction
Performance gain
Multi-Player Game No Chance – Perfect Information Research Question 4 How can we improve search for multi-player games?
What games do you play?
Coalitions
Multi-Player Game No Chance – Perfect Information MaxN
Multi-Player Game No Chance – Perfect Information Paranoid
Max^n ,2,6,35,5,1,24,1,6,81,1,3,17,2,9,54,5,6,71,5,0,85,2,1,4 6,2,6,3 4,1,6,8 7,2,9,5 6,2,6,3 5,2,1,4 7,2,9,5
Paranoid 1 7,2,9,5 7-9
Paranoid <=
Multi-Player Game No Chance – Perfect Information Best-Reply Search
Only 1 opponent plays Chose opponent –Strongest counter move Other opponents have to pass Long term planning Less paranoid Pruning possible
Best-Reply Search 1 2,3, <= ,3,
Chinese Checkers
Focus
Rolit
Experiments 3 Players: 6 setups 4 Players: 14 setups 6 Players: 62 setups
Validation
Average Depth
BRS vs. Max^n
BRS vs. Paranoid
BRS vs. Max^n vs. Paranoid
Multi-Player Game No Chance – Perfect Information New Search Algorithm: Best-Reply Search Ignoring Opponents Long-Term Planning Illegal Positions don’t disturb Generally Stronger than Max^n and Paranoid
Conclusions We have investigated four ways to improve selective search methods –Single-Player Monte-Carlo Tree Search –Proof-Number search + endgame databases –ChanceProbCut –Best-Reply Search
Future Research Testing selective search methods in other domains –Other games in the same complexity level –Games of other complexity levels
Thank you for your attention!