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Width-Based Planning for General Video-Game Playing

机译:基于宽的一般视频游戏规划

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IW(1) is a simple search algorithm that assumes that states can be characterized in terms of a set of boolean features or atoms. IW(1) consists of a standard breadth-first search with one variation: a newly generated state is pruned if it does not make a new atom true. Thus, while a breadth-first search runs in time that is exponential in the number of atoms, IW(1) runs in linear time. Variations of the algorithm have been shown to yield state-of-the-art results in classical planning and more recently in the Atari video games. In this paper, we use the algorithm for selecting actions in the games of the general video-game AI competition (GVG-AI) which, unlike classical planning problems and the Atari games, are stochastic. We evaluate a variation of the algorithm over 30 games under different time windows using the number of wins as the performance measure. We find that IW(1) does better than the sample MCTS and OLMCTS controllers for all time windows with the performance gap growing with the window size. The exception are the puzzle-like games where all the algorithms do poorly. For such problems, we show that much better results can be obtained with the IW(2) algorithm, which is like IW(1), except that states are pruned in the breadth-first search when they fail to make true a new pair of atoms.
机译:IW(1)是一种简单的搜索算法,该算法假设状态可以以一组布尔特征或原子的表征为特征。 IW(1)包括一个具有一个变体的标准宽度搜索:如果没有创建新原子,则修剪新生成的状态。因此,虽然宽度第一搜索在原子数量中的指数中运行,但IW(1)在线性时间运行。已经显示算法的变化来产生最先进的结果,在Atari视频游戏中的经典规划中。在本文中,我们使用该算法在一般视频游戏AI竞争中选择的操作(GVG-AI),这与古典规划问题和Atari游戏不同,是随机的。我们在不同时间窗口中使用胜利的数量评估了在不同时间窗口下的算法的变化。我们发现IW(1)对于所有时间窗口的样本MCT和OLMCT控制器,具有窗口大小的性能缺口的样本MCT和OLMCTS控制器。例外是诸如诸多算法的难题游戏。对于此类问题,我们表明,使用IW(2)算法可以获得更好的结果,即IW(1),除了在宽度首先搜索时,它们未能使其成为真正的新对原子。

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