Advances in Computer Games: 14th International Conference, by Aske Plaat, Jaap van den Herik, Walter Kosters

By Aske Plaat, Jaap van den Herik, Walter Kosters

This ebook constitutes the completely refereed post-conference proceedings of the 14th overseas convention on Advances in desktop video games, ACG 2015, held in Leiden, The Netherlands, in July 2015. The 22 revised complete papers provided have been conscientiously reviewed and selected from 34 submissions. The papers conceal a variety of topics corresponding to Monte-Carlo Tree seek and its improvements;  theoretical facets and complexity; research of online game features; seek algorithms; and computing device studying.

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230, 106–108 (1974) 13. : Monte-Carlo tree search and rapid action value estimation in computer go. Artif. Intell. 175(11), 1856–1875 (2011) 14. : General game playing: overview of the AAAI competition. AI Mag. 26(2), 62–72 (2005) 15. 0: a pattern-based MCTS hex player. In: Computers and Games - 8th International Conference, CG 2013, Yokohama, Japan, 13–15 August 2013, Revised Selected Papers, pp. 60–71 (2013) 16. : Monte-Carlo simulation balancing in practice. , Plaat, A. ) CG 2010. LNCS, vol.

We may conclude that EPT stands up well against mini-max and even though many of the games have been close, Breakbot ultimately outperforms the mini-max based ones. 3 Details We now consider implementation details for MCTS-EPT. Our conclusions concerning these details are drawn from many years of experimenting (beginning in 2007) with the three different programs across two different playing situations (real time as played in the Computer Olympiads and very slow as played on the turn-based Web site Little Golem).

Rather than somehow use the value of the evaluation function, we have always obtained the best results 18 R. Lorentz by simply treating the evaluation as a boolean function, reporting either a win or a loss. In Sect. 1 mention was made of the fact that EPT, as well as MCTS, can get stuck on a bad move simply because there is not enough time for the refutation of this weak move to achieve sufficient visits. Even though this seems like a problem mainly for real-time play, we find the problem carries over even for turn-based play where we sometimes allow as much as 15 min of thinking time.

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