Playing Carcassonne with Monte Carlo Tree Search
September 27, 2020 Β· Declared Dead Β· π IEEE Symposium Series on Computational Intelligence
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Authors
Fred Valdez Ameneyro, Edgar Galvan, Anger Fernando Kuri Morales
arXiv ID
2009.12974
Category
cs.AI: Artificial Intelligence
Citations
4
Venue
IEEE Symposium Series on Computational Intelligence
Last Checked
4 months ago
Abstract
Monte Carlo Tree Search (MCTS) is a relatively new sampling method with multiple variants in the literature. They can be applied to a wide variety of challenging domains including board games, video games, and energy-based problems to mention a few. In this work, we explore the use of the vanilla MCTS and the MCTS with Rapid Action Value Estimation (MCTS-RAVE) in the game of Carcassonne, a stochastic game with a deceptive scoring system where limited research has been conducted. We compare the strengths of the MCTS-based methods with the Star2.5 algorithm, previously reported to yield competitive results in the game of Carcassonne when a domain-specific heuristic is used to evaluate the game states. We analyse the particularities of the strategies adopted by the algorithms when they share a common reward system. The MCTS-based methods consistently outperformed the Star2.5 algorithm given their ability to find and follow long-term strategies, with the vanilla MCTS exhibiting a more robust game-play than the MCTS-RAVE.
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