18 results with keyword: 'monte carlo tree search for poly y'
We improve the performance of our player in the early game with an opening book computed through self play.. To assess the performance of our heuristics, we have performed a number
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Using this simulation strategy the MCTS program plays at the same level as the αβ program MIA, the best LOA playing entity in the world.. 3.5.3 Deterministic
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In this article we introduce a new MCTS variant, called MCTS-Solver, which has been designed to prove the game-theoretical value of a node in a search tree.. This is an important
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Key words: artificial intelligence (AI), search, planning, machine learning, Monte Carlo tree search (MCTS), reinforcement learning, temporal-difference (TD) learning, upper
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The algorithm cycles between three phases (Alg. 1): 1) grow a search tree using MCTS, while taking into account information about the other robots, 2) update the
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The effects of strategy fusion can manifest in different ways. First, strategy fusion may arise since a deterministic solver may make different decisions in each of the states within
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The main contribution of the paper is the Mosaic AutoML platform, adapting and extend- ing the Monte-Carlo Tree Search setting to tackle the structured optimization problem of
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As the number of MCTS iterations in- creases, the memory usage of the algorithm is bounded only by the (combinatorially large) size of the game tree.. Sev- eral methods have
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This require- ment was behind the problem statement of the thesis: “How do we design a structured pattern- based parallel programming approach for efficient parallelism of MCTS for
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MO-MCTS is tested, in comparison with a single-objective MCTS algorithm and a rolling horizon NSGA-II, in two different real-time games, the Deep Sea Treasure (DST) and
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20.01.2015 | Fachbereich Informatik | DKE: Seminar zu maschinellem Lernen | Robert Pinsler | 7!. Finding an
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The tree representing the problem solved by MCTS can be described as a rein- forcement learning problem with the following correspondence: states ∼ nodes of the tree, actions ∼
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Monte Carlo tree search (MCTS) is a probabilistic algorithm that uses lightweight random simulations to selectively grow a game tree.. MCTS has experienced a lot of success in do-
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Monte Carlo tree search (MCTS) [1] over the years has become one of the well known algorithms used in game playing.. This algorithm has shown its strength by playing games with
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In this work, we present a heuristic-free approach to automated trajectory planning (including the encounter sequence plan- ning) based on Monte Carlo Tree Search (MCTS).. We discuss
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The two equal when TDTS is configured to use on-policy control with an ε -greedy policy, value function approximation (opposed to a tabular representation), not to use
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