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Investigating vanilla MCTS scaling on the GVG-AI game corpus

机译:研究GVG-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:通用视频游戏AI竞赛(GVG-AI)邀请控制器提交者玩用视频游戏描述语言(VGDL)指定的游戏,并针对彼此和几个基准进行测试。 sampleMCTS是在某些比赛中表现出色的基准之一,它是蒙特卡罗树搜索(MCTS)的直接实现。尽管它在其他比赛迭代中表现较差,但令我们感到烦恼的是,GVG-AI竞赛可能太容易了,特别是因为性能分析表明可以在2003年完成的MCTS迭代次数显着增加通过优化GVG-AI竞争框架,可以达到给定的时限。为了更好地了解基准MCTS基准控制器的潜在性能,我进行了缩放实验,将其与GVG-AI公共语料库中的62场比赛进行了对比,因为时间预算从当前竞赛的大约1/30改变为是当前竞赛预算的30倍左右。我发现,即使给定当前时间预算的30倍,它实际上也无法掌握游戏,因此GVG-AI竞争的挑战是安全的(至少在此基准之下)。但是,我确实发现,只要有足够的计算预算,它就可以避免在大多数游戏中出现明显的失败,尽管未能赢得比赛并最终随着时间的流逝而失败,这表明当前GVG-AI竞赛的挑战是不对称的:不输很容易比获胜。

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