In many games, moves consist of several decisions made by the player. These decisions can be viewed as separate moves, which is already a common practice in multi-action games for efficiency reasons. Such division of a player move into a sequence of simpler / lower level moves is called \emph{splitting}. So far, split moves have been applied only in forementioned straightforward cases, and furthermore, there was almost no study revealing its impact on agents' playing strength. Taking the knowledge-free perspective, we aim to answer how to effectively use split moves within Monte-Carlo Tree Search (MCTS) and what is the practical impact of split design on agents' strength. This paper proposes a generalization of MCTS that works with arbitrarily split moves. We design several variations of the algorithm and try to measure the impact of split moves separately on efficiency, quality of MCTS, simulations, and action-based heuristics. The tests are carried out on a set of board games and performed using the Regular Boardgames General Game Playing formalism, where split strategies of different granularity can be automatically derived based on an abstract description of the game. The results give an overview of the behavior of agents using split design in different ways. We conclude that split design can be greatly beneficial for single- as well as multi-action games.
翻译:在许多游戏中, 移动是由玩家做出的若干项决定组成的。 这些决定可以被视为不同的动作, 这是多动作游戏中的一种常见做法 。 这种玩家的分割会演变成更简单/ 更低层次的顺序, 叫做\ emph{ discrection} 。 到目前为止, 只在前言直截了当的案例中应用了 。 此外, 几乎没有研究显示它对于玩家玩力的影响 。 从不知识的角度出发, 我们的目标是解答如何在 Monte- Carlo 树搜索( MCTS) 中有效使用分裂的动作, 以及分裂设计对代理体力的实际影响 。 本文建议对使用任意分裂动作的 MCTS 进行概括化 。 我们设计了算法的几种变式, 并试图分别衡量分裂动作对效率、 MCTS 质量、 模拟和基于行动的超常理论的影响 。 测试是在一套棋盘游戏上进行, 使用普通棋盘棋盘游戏玩形式主义进行, 在那里可以根据游戏的抽象描述自动推算出不同粒子的策略对代理力的影响 。 。 。 我们将分裂的两种游戏作为不同的设计方式进行不同的组合的组合, 。