Skip to main content

Combining M-MCTS and Deep Reinforcement Learning for General Game Playing

  • Conference paper
  • First Online:
Distributed Artificial Intelligence (DAI 2021)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 13170))

Included in the following conference series:

Abstract

As one of the main research areas in AI, General Game Playing (GGP) is concerned with creating intelligent agents that can play more than one game based on game rules without human intervention. Most recent work has successfully applied deep reinforcement learning to GGP. This paper continues this line of work by integrating the Memory-Augmented Monte Carlo Tree Search algorithm (M-MCTS) with deep reinforcement learning for General Game Playing. We first extend M-MCTS from playing the single game Go to multiple concurrent games so as to cater to the domain of GGP. Then inspired by Goldwaser and Thielscher (2020), we combine the extension with deep reinforcement learning for building a general game player. Finally, we have tested this player on several games compared with the benchmark UCT player, and the experimental results have confirmed the feasibility of applying M-MCTS and deep reinforcement learning to GGP.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Auer, P.: Using confidence bounds for exploitation-exploration trade-offs. J. Mach. Learn. Res. 3, 397ā€“422 (2002)

    MathSciNet  MATH  Google Scholar 

  2. Ayuso, J.L.B.: Integration of general game playing with RL-glue (2012). http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.224.7707&rep=rep1&type=pdf

  3. Brown, N., Sandholm, T.: Libratus: the superhuman AI for no-limit poker. In: Proceedings of the 26th International Joint Conference on Artificial Intelligence, pp. 5226ā€“5228 (2017)

    Google Scholar 

  4. Clune, J.: Heuristic evaluation functions for general game playing. In: Proceedings of the 22nd AAAI Conference on Artificial Intelligence, pp. 1134ā€“1139 (2007)

    Google Scholar 

  5. Cox, E., Schkufza, E., Madsen, R., Genesereth, M.: Factoring general games using propositional automata. In: Proceedings of the IJCAI Workshop on General Intelligence in Game-Playing Agents, pp. 13ā€“20 (2009)

    Google Scholar 

  6. Finnsson, H., Bjƶrnsson, Y.: Simulation-based approach to general game playing. In: Proceedings of the 23rd AAAI Conference on Artificial Intelligence, pp. 259ā€“264 (2008)

    Google Scholar 

  7. Finnsson, H., Bjƶrnsson, Y.: Learning simulation control in general game-playing agents. In: Proceedings of the 24th AAAI Conference on Artificial Intelligence (2010)

    Google Scholar 

  8. Genesereth, M., Bjƶrnsson, Y.: The international general game playing competition. AI Mag. 34(2), 107ā€“107 (2013)

    Google Scholar 

  9. Genesereth, M., Love, N., Pell, B.: General game playing: overview of the AAAI competition. AI Mag. 26(2), 62ā€“72 (2005)

    Google Scholar 

  10. Genesereth, M., Thielscher, M.: General game playing. Synthesis Lectures on Artificial Intelligence and Machine Learning 8(2), 1ā€“229 (2014). https://doi.org/10.1007/978-981-4560-52-8_34-1

    Article  MATH  Google Scholar 

  11. Goldwaser, A., Thielscher, M.: Deep reinforcement learning for general game playing. In: Proceedings of the 34th AAAI Conference on Artificial Intelligence, pp. 1701ā€“1708 (2020)

    Google Scholar 

  12. Gunawan, A., Ruan, J., Thielscher, M., Narayanan, A.: Exploring a learning architecture for general game playing. In: Gallagher, M., Moustafa, N., Lakshika, E. (eds.) AI 2020. LNCS (LNAI), vol. 12576, pp. 294ā€“306. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-64984-5_23

    Chapter  Google Scholar 

  13. Hsu, F.H.: Behind Deep Blue: Building the Computer That Defeated the World Chess Champion. Princeton University Press, Princeton (2002)

    Google Scholar 

  14. Koriche, F., Lagrue, S., Piette, Ɖ., Tabary, S.: General game playing with stochastic CSP. Constraints 21(1), 95ā€“114 (2015). https://doi.org/10.1007/s10601-015-9199-5

    Article  MathSciNet  MATH  Google Scholar 

  15. MĆ©hat, J., Cazenave, T.: A parallel general game player. KI-kĆ¼nstliche Intelligenz 25(1), 43ā€“47 (2011)

    Article  Google Scholar 

  16. Moravčƭk, M., et al.: Deepstack: expert-level artificial intelligence in heads-up no-limit poker. Science 356(6337), 508ā€“513 (2017)

    Google Scholar 

  17. Schiffel, S., Thielscher, M.: Fluxplayer: a successful general game player. In: Proceedings of the 22nd AAAI Conference on Artificial Intelligence, pp. 1191ā€“1196 (2007)

    Google Scholar 

  18. Silver, D., et al.: Mastering the game of Go with deep neural networks and tree search. Nature 529(7587), 484ā€“489 (2016)

    Article  Google Scholar 

  19. Silver, D., et al.: A general reinforcement learning algorithm that masters chess, shogi, and Go through self-play. Science 362(6419), 1140ā€“1144 (2018)

    Article  MathSciNet  Google Scholar 

  20. Silver, D. et al.: Mastering the game of Go without human knowledge. Nature 550(7676), 354ā€“359 (2017)

    Google Scholar 

  21. Świechowski, M., Park, H., Mańdziuk, J., Kim, K.J.: Recent advances in general game playing. Sci. World J. 2015 (2015)

    Google Scholar 

  22. Thielscher, M.: General game playing in AI research and education. In: Bach, J., Edelkamp, S. (eds.) KI 2011. LNCS (LNAI), vol. 7006, pp. 26ā€“37. Springer, Heidelberg (2011). https://doi.org/10.1007/978-3-642-24455-1_3

    Chapter  Google Scholar 

  23. Wang, H., Emmerich, M., Plaat, A.: Monte carlo Q-learning for general game playing. arXiv preprint arXiv:1802.05944 (2018)

  24. Xiao, C., Mei, J., MĆ¼ller, M.: Memory-augmented Monte Carlo tree search. In: Proceedings of the 32nd AAAI Conference on Artificial Intelligence (2018)

    Google Scholar 

Download references

Acknowledgments

We are grateful to the reviewers of this paper for their constructive and insightful comments. The research reported in this paper was partially supported by the National Natural Science Foundation of China (No. 61806102), the Major Program of the National Social Science Foundation of China (No. 17ZDA026), and the National Key Project of Social Science of China (No. 21AZX013).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Guifei Jiang .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

Ā© 2022 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Liang, S., Jiang, G., Zhang, Y. (2022). Combining M-MCTS and Deep Reinforcement Learning for General Game Playing. In: Chen, J., Lang, J., Amato, C., Zhao, D. (eds) Distributed Artificial Intelligence. DAI 2021. Lecture Notes in Computer Science(), vol 13170. Springer, Cham. https://doi.org/10.1007/978-3-030-94662-3_14

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-94662-3_14

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-94661-6

  • Online ISBN: 978-3-030-94662-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics