Top Banner
Fuzzified tree search in real domain games Dmitrijs Rutko, Faculty of Computing, University of Latvia [email protected] GAME TREE SEARCH ALGORITHM FUZZIFIED APPROACH RESULTS We present a new game tree search algorithm which is based on the idea that the exact game tree evaluation is not required to find the best move. Experimental results in real domain games demonstrated 10 percent performance increase over existing algorithms This research is supported by the European Social Fund project No. 2009/0138/1DP/1.1.2.1.2/09/IPIA/VIAA/004. In current experiments BNS demonstrated itself to be more efficient comparing scanned leaf node count. BNS gives a 10 percent performance improvement over MTDF algorithm Comparable with expected results achieved in experiments in abstract domain BNS demonstrates good potential and could be used as a general purpose game tree search algorithm Conclusions Algorithm Performance 1 2 7 4 3 6 8 9 5 4 2 7 8 9 2 8 8 Χ Χ Χ Χ max min max 1 2 7 4 3 6 8 9 5 4 <5 ? 5 ≥5 <5 ≥5 5 Χ Χ Χ Χ ΧΧ max min max α β 2 8 X 2 X 1 X 3 Fig. 3. Geometric interpretation of the fuzzified game tree search function BNS(node, α, β) subtreeCount := number of children of node do test := NextGuess(α, β, subtreeCount) betterCount := 0 foreach child of node bestVal := -AlphaBeta(child, -test, -(test - 1)) if bestVal ≥ test betterCount := betterCount + 1 bestNode := child update number of sub-trees that exceeds separation test value update alpha-beta range while not((β - α < 2) or (betterCount = 1)) return bestNode HEY! THAT'S MY FISH! •2-4 player board game. •Collect as many fish as you can with your penguins. Fig 4. “Hey! That's My Fish!” game board Fig 5. Number of positions searched Fig 6. Relative number of positions Future Work The implementation and analysis of transposition tables The usage of different knowledge based or heuristic based evaluation functions. • The future experiments should also consider analyzing algorithm performance in other games, but we believe that the proposed approach could be successfully applied for any type of game as well Fig. 1. Traditional Alpha-Beta Fig. 2. Fuzzified approach Take a look at game tree from a relative perspective like “is this move better or worse than some value X” (Fig. 2). At each level we identify if a sub-tree satisfies “greater or equal” criteria. Better results than the existing algorithms in real domain Iterative Deepening gives additional improvement •Simple but with some subtle strategy behind •Fair amount of tactical content in the game. The moves are not entirely obvious 0 10,000,000 20,000,000 30,000,000 40,000,000 50,000,000 60,000,000 AlphaBeta NegaScout NegaC MTDF BNS Moves Positions searched, millions 80% 90% 100% 110% 120% 130% 140% 150% 160% AlphaBeta NegaScout NegaC MTDF BNS Moves Positions searched, relative
1

Fuzzified tree search in real domain games

Feb 06, 2016

Download

Documents

blithe

Fuzzified tree search in real domain games Dmitrijs Rutko , Faculty of Computing, University of Latvia [email protected]. max. 8. max. ≥5. min. 2. 8. min.
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Page 1: Fuzzified  tree search in real domain  games

Fuzzified tree search in real domain gamesDmitrijs Rutko, Faculty of Computing, University of Latvia

[email protected]

GAME TREE SEARCH ALGORITHM

FUZZIFIED APPROACH

RESULTS

• We present a new game tree search algorithm which is based on the idea that the exact game tree evaluation is not required to find the best move.

• Experimental results in real domain games demonstrated 10 percent performance increase over existing algorithms

This research is supported by the European Social Fund project No. 2009/0138/1DP/1.1.2.1.2/09/IPIA/VIAA/004.

• In current experiments BNS demonstrated itself to be more efficient comparing scanned leaf node count. BNS gives a 10 percent performance improvement over MTDF algorithm

• Comparable with expected results achieved in experiments in abstract domain

• BNS demonstrates good potential and could be used as a general purpose game tree search algorithm

Conclusions

Algorithm Performance

1 2 7 4 3 6 8 9 5 4

2 7 8 9

2 8

8

√ √ √ Χ Χ √ √ √ Χ Χ

max

min

max

1 2 7 4 3 6 8 9 5 4

<5 ? ≥5 ≥5

<5 ≥5

≥5

√ √ Χ Χ Χ √ Χ √ Χ Χ

max

min

max

α β2 8

X2

X1 X3

Fig. 3. Geometric interpretation of the fuzzified game tree search

function BNS(node, α, β) subtreeCount := number of children of node do test := NextGuess(α, β, subtreeCount) betterCount := 0 foreach child of node bestVal := -AlphaBeta(child, -test, -(test - 1)) if bestVal ≥ test betterCount := betterCount + 1 bestNode := child update number of sub-trees that exceeds separation test value update alpha-beta range while not((β - α < 2) or (betterCount = 1)) return bestNode

HEY! THAT'S MY FISH!

• 2-4 player board game. • Collect as many fish as you can with your penguins.

Fig 4. “Hey! That's My Fish!” game board

Fig 5. Number of positions searched Fig 6. Relative number of positions

Future Work

• The implementation and analysis of transposition tables• The usage of different knowledge based or heuristic based evaluation functions.• The future experiments should also consider analyzing algorithm performance in other games, but we believe that the proposed approach could be successfully applied for any type of game as well

Fig. 1. Traditional Alpha-Beta Fig. 2. Fuzzified approach

• Take a look at game tree from a relative perspective like “is this move better or worse than some value X” (Fig. 2). At each level we identify if a sub-tree satisfies “greater or equal” criteria.

• Better results than the existing algorithms in real domain

• Iterative Deepening gives additional improvement

• Simple but with some subtle strategy behind• Fair amount of tactical content in the game. The

moves are not entirely obvious

1 5 9 13 17 21 25 29 33 37 41 450

10,000,000

20,000,000

30,000,000

40,000,000

50,000,000

60,000,000

AlphaBeta

NegaScout

NegaC

MTDF

BNS

Moves

Pos

itio

ns s

earc

hed,

mil

lion

s

1 4 7 10 13 16 19 22 25 28 31 34 37 40 43 4680%

90%

100%

110%

120%

130%

140%

150%

160%

AlphaBeta

NegaScout

NegaC

MTDF

BNS

Moves

Pos

itio

ns s

earc

hed,

rel

ativ

e