Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3235765.3235812acmotherconferencesArticle/Chapter ViewAbstractPublication PagesfdgConference Proceedingsconference-collections
poster
Public Access

A hybrid search agent in pommerman

Published: 07 August 2018 Publication History

Abstract

In this paper, we explore the possibility of search-based agents in games with resource-intensive forward models. We implemented a player agent in the Pommerman framework and put it against the baseline agent to measure its performance. We implemented a heuristic agent and improved it by enabling depth-limited tree search in specific gameplay moments. We also compared different node selection methods during depth-limited tree search. Our result shows that depth-limited tree search is still viable when presented with inefficient forward models and exploitation-driven selection method is the most efficient in this specific domain.

References

[1]
Cameron B Browne, Edward Powley, Daniel Whitehouse, Simon M Lucas, Peter I Cowling, Philipp Rohlfshagen, Stephen Tavener, Diego Perez, Spyridon Samothrakis, and Simon Colton. 2012. A survey of monte carlo tree search methods. IEEE Transactions on Computational Intelligence and AI in games 4, 1 (2012), 1--43.
[2]
Christopher Clark and Amos Storkey. 2015. Training deep convolutional neural networks to play go. In International Conference on Machine Learning. 1766--1774.
[3]
Markus Enzenberger, Martin Muller, Broderick Arneson, and Richard Segal. 2010. Fuego - an open-source framework for board games and Go engine based on Monte Carlo tree search. IEEE Transactions on Computational Intelligence and AI in Games 2, 4 (2010), 259--270.
[4]
Hilmar Finnsson and Yngvi Björnsson. 2011. Game-tree properties and MCTS performance. In IJCAI, Vol. 11. 23--30.
[5]
Edmond S L Ho and Taku Komura. 2010. A finite state machine based on topology coordinates for wrestling games. Computer Animation and Virtual Worlds 22, 5 (2010), 435--443.
[6]
Shih-Chieh Huang and Martin Müller. 2013. Investigating the limits of Monte-Carlo tree search methods in computer Go. In International Conference on Computers and Games. Springer, 39--48.
[7]
Emil Juul Jacobsen, Rasmus Greve, and Julian Togelius. 2014. Monte mario: platforming with mcts. In Proceedings of the 2014 Annual Conference on Genetic and Evolutionary Computation. ACM, 293--300.
[8]
Tom Pepels, Tristan Cazenave, and Mark HM Winands. 2015. Sequential halving for partially observable games. In Computer Games. Springer, 16--29.
[9]
Christian P Robert. 2004. Monte carlo methods. Wiley Online Library.
[10]
John E Savage. 1998. Models of computation. Vol. 136. Addison-Wesley Reading, MA.
[11]
Dennis Soemers. 2014. Tactical planning using MCTS in the game of StarCraft. Ph.D. Dissertation. MasterâĂŹs thesis, Department of Knowledge Engineering, Maastricht University.
[12]
Mark Oude Veldhuis. 2010. Artificial Intelligence techniques used in First-Person Shooter and Real-Time Strategy games. In Human Media Seminar: Designing Entertainment Interaction, Vol. 2011. Citeseer.
[13]
Vincent Vidal and others. 2004. A Lookahead Strategy for Heuristic Search Planning. In ICAPS. 150--160.
[14]
Shuyi Zhang and Michael Buro. 2017. Improving hearthstone AI by learning high-level rollout policies and bucketing chance node events. In Computational Intelligence and Games (CIG), 2017 IEEE Conference on. IEEE, 309--316.

Cited By

View all
  • (2024)Amorphous Fortress: Exploring Emergent Behavior and Complexity in Multi-Agent 0-Player Games2024 IEEE Congress on Evolutionary Computation (CEC)10.1109/CEC60901.2024.10612153(01-10)Online publication date: 30-Jun-2024
  • (2022)Identifying efficient curricula for reinforcement learning in complex environments with a fixed computational budgetProceedings of the 5th Joint International Conference on Data Science & Management of Data (9th ACM IKDD CODS and 27th COMAD)10.1145/3493700.3493709(81-89)Online publication date: 8-Jan-2022
  • (2022)Monte Carlo Tree Search: a review of recent modifications and applicationsArtificial Intelligence Review10.1007/s10462-022-10228-y56:3(2497-2562)Online publication date: 19-Jul-2022
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
FDG '18: Proceedings of the 13th International Conference on the Foundations of Digital Games
August 2018
503 pages
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 07 August 2018

Check for updates

Author Tags

  1. monte carlo methods
  2. pommerman
  3. state machines
  4. tree search

Qualifiers

  • Poster

Funding Sources

Conference

FDG '18
FDG '18: Foundations of Digital Games 2018
August 7 - 10, 2018
Malmö, Sweden

Acceptance Rates

FDG '18 Paper Acceptance Rate 39 of 95 submissions, 41%;
Overall Acceptance Rate 152 of 415 submissions, 37%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)72
  • Downloads (Last 6 weeks)9
Reflects downloads up to 30 Aug 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Amorphous Fortress: Exploring Emergent Behavior and Complexity in Multi-Agent 0-Player Games2024 IEEE Congress on Evolutionary Computation (CEC)10.1109/CEC60901.2024.10612153(01-10)Online publication date: 30-Jun-2024
  • (2022)Identifying efficient curricula for reinforcement learning in complex environments with a fixed computational budgetProceedings of the 5th Joint International Conference on Data Science & Management of Data (9th ACM IKDD CODS and 27th COMAD)10.1145/3493700.3493709(81-89)Online publication date: 8-Jan-2022
  • (2022)Monte Carlo Tree Search: a review of recent modifications and applicationsArtificial Intelligence Review10.1007/s10462-022-10228-y56:3(2497-2562)Online publication date: 19-Jul-2022
  • (2021)Combining Utility AI and MCTS Towards Creating Intelligent Agents in Video Games, with the Use Case of Tactical Troops: Anthracite Shift2021 IEEE Symposium Series on Computational Intelligence (SSCI)10.1109/SSCI50451.2021.9660170(1-8)Online publication date: 5-Dec-2021
  • (2021)Efficient Searching With MCTS and Imitation Learning: A Case Study in PommermanIEEE Access10.1109/ACCESS.2021.30613139(48851-48859)Online publication date: 2021
  • (2020)Adversarial soft advantage fittingProceedings of the 34th International Conference on Neural Information Processing Systems10.5555/3495724.3496758(12334-12344)Online publication date: 6-Dec-2020
  • (2020)Bombalytics: Visualization of Competition and Collaboration Strategies of Players in a Bomb Laying GameComputer Graphics Forum10.1111/cgf.1396539:3(89-100)Online publication date: 18-Jul-2020
  • (2019)Pommerman & NeurIPS 2018The NeurIPS '18 Competition10.1007/978-3-030-29135-8_2(11-36)Online publication date: 30-Nov-2019

View Options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Get Access

Login options

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media