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Evaluating the Complexity of Players’ Strategies using MCTS Iterations

机译:使用MCTS迭代评估玩家策略的复杂性

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Monte Carlo Tree Search (MCTS) does not require any prior knowledge about a game to play, except for its legal moves and end conditions. Thus, the same MCTS player can be applied (almost) as it is to a wide variety of games. Accordingly, MCTS may be used as a touchstone to evaluate artificial players on different games. In this paper, we propose to use MCTS to qualitatively evaluate the strength of artificial players as the minimum number of iterations that MCTS needs to perform equivalently to the target player. We define this value as the 'MCTS complexity' of the target player. We introduce a bisection procedure to compute the MCTS complexity of a player and present experiments to evaluate the proposed approach on three games: Connect4, Awari, and Othello. Initially, we apply our approach to compute the MCTS complexity of players implemented using MCTS with a known number of iterations, next to players using different strategies. Our preliminary results show that our approach can identify the number of iterations used by MCTS target players. When applied to players implementing unknown strategies, it produces results that are coherent with the underlying players’ strength, assigning higher values of MCTS complexity to stronger players. Our results also suggest that, by using iterations to evaluate the strength of players, we may be able to compare the strength of algorithms that would be incomparable in practice (e.g. a greedy strategy for Connect4 and alpha-beta pruning for Awari).
机译:蒙特卡洛树搜索(MCTS)不需要任何有关玩游戏的先验知识,除了其合法举动和最终条件外。因此,相同的MCTS播放器可以(几乎)应用于各种游戏。因此,MCTS可以用作评估不同游戏上的人工玩家的试金石。在本文中,我们建议使用MCTS来定性评估人工玩家的实力,作为MCTS与目标玩家等效执行所需的最小迭代次数。我们将此值定义为目标参与者的“ MCTS复杂度”。我们引入了两等分程序来计算玩家的MCTS复杂度,并提供实验以评估针对以下三种游戏的建议方法:Connect4,Awari和Othello。最初,我们使用方法来计算使用已知迭代次数的MCTS实现的播放器的MCTS复杂度,其次是使用不同策略的播放器。我们的初步结果表明,我们的方法可以确定MCTS目标参与者使用的迭代次数。当将其应用于实施未知策略的参与者时,其产生的结果与潜在参与者的实力相一致,从而将较高的MCTS复杂度值分配给实力较强的参与者。我们的结果还表明,通过使用迭代来评估玩家的实力,我们也许能够比较实践中无法比拟的算法的实力(例如,Connect4的贪婪策略和Awari的alpha-beta修剪)。

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