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Investigating vanilla MCTS scaling on the GVG-AI game corpus

机译:调查VVG-AI游戏语料库上的香草MCTS缩放

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The General Video Game AI Competition (GVG-AI) invites submissions of controllers to play games specified in the Video Game Description Language (VGDL), testing them against each other and several baselines. One of the baselines that has done surprisingly well in some of the competitions is sampleMCTS, a straightforward implementation of Monte Carlo tree search (MCTS). Although it has done worse in other iterations of the competition, this has produced a nagging worry to us that perhaps the GVG-AI competition might be too easy, especially since performance profiling suggests that significant increases in number of MCTS iterations that can be completed in a given time limit will be possible through optimizations to the GVG-AI competition framework. To better understand the potential performance of the baseline vanilla MCTS controller, I perform scaling experiments, running it against the 62 games in the public GVG-AI corpus as the time budget is varied from about 1/30 of that in the current competition, through around 30x the current competition's budget. I find that it does not in fact master the games even given 30x the current time budget, so the challenge of the GVG-AI competition is safe (at least against this baseline). However, I do find that given enough computational budget, it manages to avoid explicitly losing on most games, despite failing to win them and ultimately losing as time expires, suggesting an asymmetry in the current GVG-AI competition's challenge: not losing is significantly easier than winning.
机译:普通视频游戏AI竞争(GVG-AI)邀请控制器的提交来玩视频游戏描述语言(VGDL)中指定的游戏,互相测试它们和几个基线。在某些比赛中令人惊讶地令人惊讶的是,蒙特卡罗树搜索(MCTS)的直接实现是Samplemct的基础。虽然它在竞争的其他迭代中做得更糟,但这已经产生了一种唠叨的担忧,我们可能太容易了,特别是因为绩效分析表明可以在可以完成的MCT迭代数量的显着增加通过对GVG-AI竞争框架的优化,可以实现给定的时间限制。为了更好地了解基线Vanilla MCTS控制器的潜在性能,我执行缩放实验,在公共GVG-AI语料库中运行它,因为时间预算在当前竞争中的约1/30方面,通过大约30倍目前的竞争预算。我发现它还没有掌握游戏甚至给出30倍的当前预算,因此GVG-AI竞争的挑战是安全的(至少对这个基线)。但是,我发现给出了足够的计算预算,它管理避免在大多数游戏中明确地失去,尽管失败并最终失去了随着时间的到期,但在目前的GVG-AI竞赛挑战中提出了不对称性:没有失败是更容易的而不是赢。

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