paper-with-me

홈 › Papers

Monte Carlo Q-learning for General Game Playing

2018-02-16 · Hui Wang, Michael Emmerich, Aske Plaat

After the recent groundbreaking results of AlphaGo, we have seen a strong interest in reinforcement learning in game playing. General Game Playing (GGP) provides a good testbed for reinforcement learning. In GGP, a specification of games rules is given. GGP problems can be solved by reinforcement learning. Q-learning is one of the canonical reinforcement learning methods, and has been used by (Banerjee & Stone, IJCAI 2007) in GGP. In this paper we implement Q-learning in GGP for three small-board games (Tic-Tac-Toe, Connect Four, Hex), to allow comparison to Banerjee et al. As expected, Q-learning converges, although much slower than MCTS. Borrowing an idea from MCTS, we enhance Q-learning with Monte Carlo Search, to give QM-learning. This enhancement improves the performance of pure Q-learning. We believe that QM-learning can also be used to improve performance of reinforcement learning further for larger games, something which we will test in future work.

📄 PDF Abstract BibTeX arXiv:1802.05944

Code (2)

FrankPortman/stannis
wh1992v/ggp-rl

Tasks

Board GamesQ-Learningreinforcement-learningReinforcement LearningReinforcement Learning (RL)

Methods 이 논문이 사용한 방법론

Q-Learning Q-Learning is an off-policy temporal difference control algorithm: $$Q\left(S\_{t}, A\_{t}\right) \leftarrow Q\left(S\_{t}, A\_{t}\right) + \alpha\left[R_{t+1} +…

Similar Papers 제목 키워드 기반

Population Seeding Techniques for Rolling Horizon Evolution in General Video Game Playing

2017-04-23 · Rauca D. Gaina, Simon M. Lucas, Diego Perez-Liebana

While Monte Carlo Tree Search and closely related methods have dominated General Video Game Playing, recent research has demonstrated the promise of Rolling Horizon Evolutionary Algorithms as an interesting alternative. …

Evolutionary Algorithms

Analysis of Vanilla Rolling Horizon Evolution Parameters in General Video Game Playing

2017-04-24 · Raluca D. Gaina, Jialin Liu, Simon M. Lucas, Diego Perez-Liebana

Monte Carlo Tree Search techniques have generally dominated General Video Game Playing, but recent research has started looking at Evolutionary Algorithms and their potential at matching Tree Search level of play or even…

Evolutionary Algorithms

Enhancements for Real-Time Monte-Carlo Tree Search in General Video Game Playing

2024-07-03 · Dennis J. N. J. Soemers, Chiara F. Sironi, Torsten Schuster, Mark H. M. Winands

General Video Game Playing (GVGP) is a field of Artificial Intelligence where agents play a variety of real-time video games that are unknown in advance. This limits the use of domain-specific heuristics. Monte-Carlo Tre…

Monte Carlo Permutation Search

2025-10-07 · Tristan Cazenave arxiv

We propose Monte Carlo Permutation Search (MCPS), a general-purpose Monte Carlo Tree Search (MCTS) algorithm that improves upon the GRAVE algorithm. MCPS is relevant when deep reinforcement learning is not an option or w…

Reinforcement Learning

Competing in a Complex Hidden Role Game with Information Set Monte Carlo Tree Search

2020-05-14 · Jack Reinhardt

Advances in intelligent game playing agents have led to successes in perfect information games like Go and imperfect information games like Poker. The Information Set Monte Carlo Tree Search (ISMCTS) family of algorithms…