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Monster Carlo 2: Integrating Learning and Tree Search for Machine Playtesting

机译:Monster Carlo 2:将学习和树搜索集成在一起进行机器游戏测试

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We describe a machine playtesting system that combines two paradigms of artificial intelligence—learning and tree search—and intends to place them in the hands of independent game developers. This integration approach has shown great success in Go-playing systems like AlphaGo and AlphaZero, but until now has not been available to those outside of artificial intelligence labs. Our system expands the Monster Carlo machine playtesting framework for Unity games by integrating its tree search capabilities with the behavior cloning features of Unity’s Machine Learning Agents Toolkit. Because experience gained in one playthrough may now usefully transfer to other playthroughs via imitation learning, the new system overcomes a serious limitation of the older one with respect to stochastic games (when memorizing a single optimal solution is ineffective). Additionally, learning allows search-based automated play to be bootstrapped from examples of human play styles or even from the best of its own past experiences. In this paper we demonstrate that our framework discovers higher-scoring and more-representative play with minimal need for machine learning or search expertise.
机译:我们描述了一种机器游戏测试系统,该系统结合了两种人工智能范例-学习和树搜索-并打算将它们交给独立的游戏开发人员。这种集成方法在诸如AlphaGo和AlphaZero之类的Go-play系统中显示出了巨大的成功,但是到目前为止,人工智能实验室之外的人们还无法使用它们。我们的系统通过将其树型搜索功能与Unity的Machine Learning Agents Toolkit的行为克隆功能相集成,扩展了Unity游戏的Monster Carlo机器游戏测试框架。因为现在可以通过模仿学习在一个游戏中获得的经验可以有效地转移到其他游戏中,所以新系统克服了旧游戏在随机游戏方面的严重限制(当记忆一个最佳解决方案无效时)。此外,学习使基于搜索的自动游戏可以从人类游戏风格的示例,甚至甚至从其自身过去的最佳经验中进行引导。在本文中,我们证明了我们的框架发现了更高的分数和更具代表性的游戏,而对机器学习或搜索专业知识的需求却最少。

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