Abstract
General Game Playing (GGP) is a challenging domain for AI agents, as it requires them to play diverse games without prior knowledge. In this paper, we develop a strategy to improve move suggestions in time-constrained GGP settings. This strategy consists of a hybrid version of UCT that combines Sequential Halving and , favoring information acquisition in the root node, rather than overspend time on the most rewarding actions. Empirical evaluation using a GGP competition scheme from the Ludii framework shows that our strategy improves the average payoff over the entire competition set of games. Moreover, our agent makes better use of extended time budgets, when available.
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In contrast with exploiting policies, that allocate most resources to the most promising choice, non-exploiting policies allocate resources uniformly among choices, iteratively discarding the poorly-performing ones.
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Putrich, V.S., Tavares, A.R., Meneguzzi, F. (2023). A Monte Carlo Algorithm for Time-Constrained General Game Playing. In: Naldi, M.C., Bianchi, R.A.C. (eds) Intelligent Systems. BRACIS 2023. Lecture Notes in Computer Science(), vol 14195. Springer, Cham. https://doi.org/10.1007/978-3-031-45368-7_7
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