Hybrid Minimax-MCTS and Difficulty Adjustment for General Game Playing
October 25, 2023 Β· Declared Dead Β· π Brazilian Symposium on Games and Digital Entertainment
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Authors
Marco AntΓ΄nio Athayde de Aguiar Vieira, Anderson Rocha Tavares, Renato Perez Ribas
arXiv ID
2310.16581
Category
cs.AI: Artificial Intelligence
Citations
0
Venue
Brazilian Symposium on Games and Digital Entertainment
Last Checked
5 months ago
Abstract
Board games are a great source of entertainment for all ages, as they create a competitive and engaging environment, as well as stimulating learning and strategic thinking. It is common for digital versions of board games, as any other type of digital games, to offer the option to select the difficulty of the game. This is usually done by customizing the search parameters of the AI algorithm. However, this approach cannot be extended to General Game Playing agents, as different games might require different parametrization for each difficulty level. In this paper, we present a general approach to implement an artificial intelligence opponent with difficulty levels for zero-sum games, together with a propose of a Minimax-MCTS hybrid algorithm, which combines the minimax search process with GGP aspects of MCTS. This approach was tested in our mobile application LoBoGames, an extensible board games platform, that is intended to have an broad catalog of games, with an emphasis on accessibility: the platform is friendly to visually-impaired users, and is compatible with more than 92\% of Android devices. The tests in this work indicate that both the hybrid Minimax-MCTS and the new difficulty adjustment system are promising GGP approaches that could be expanded in future work.
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