Analysing And Improving The Knowledge-based Fast Evolutionary MCTS Algorithm
Analysing And Improving The Knowledge-based Fast Evolutionary MCTS Algorithm
复制标题
基于知识的快速进化MCTS算法分析与改进
DOI:
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发表时间:
2015
期刊:
影响因子:
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通讯作者:
D. Thierens
中科院分区:
文献类型:
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作者:
J. V. Eeden;D. Thierens
MSc. Technical Artificial Intelligence Faculty of Science Department of Information and Computing Science by Jim van Eeden, 3344800 In the ongoing strive to reach human-level intelligence with intelligent agents, it has become clear that the agents should be able to deal with a host of different problem domains. Being very good on one particular domain, like chess for instance, does not suffice. That is why the area of General Video Game Playing (GVGP) was introduced. Here, agents will play a wide range of different video games, while they do not know which game they will be playing beforehand. The agents are forced to learn the game by playing. This master thesis will research one particular version of the Monte Carlo Tree Search algorithm that was created for GVGP, called the Knowledge-based Fast Evolutionary (KB Fast-Evo) MCTS algorithm. This algorithm uses a knowledge base to store information about the game and also an evolutionary approach to bias game simulations. First a general study of the MCTS algorithm is given, together with a detailed explanation of General Video Game Playing. Then the KB Fast-Evo algorithm is analyzed, where a lot of room for improvement becomes apparent. In the final chapters an attempt is made to improve the KB Fast-Evo algorithm, by changing the evolutionary approach, by adding path finding and some other fine-tuning. The final algorithm does perform a lot better, but there is still room for improvement. However, it is not likely the algorithm will ever be optimal on its own.
DOI:
10.1109/cig.2014.6932868
发表时间:
2014
期刊:
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影响因子:
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作者:
Perez D
通讯作者:
Perez D