Abstract
Effective search control is one of the key components of any successful simulation-based game-playing program. In General Game Playing (GGP), learning of useful search-control knowledge is a particularly challenging task because it must be done in real-time during online play. In here we describe the search-control techniques used in the 2010 version of the GGP agent CadiaPlayer, and show how they have evolved over the years to become increasingly effective and robust across a wide range of games. In particular, we present a new combined search-control scheme (RAVE/MAST/FAST) for biasing action selection. The scheme proves quite effective on a wide range of games including chess-like games, which have up until now proved quite challenging for simulation-based GGP agents.
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Skirmish is a chess-like game. We used the variation played in the 2007 GGP finals where each player has two knights, two bishops, two rooks, and four pawns (can only move by capturing). The objective is to capture as many of the opponent’s pieces as possible. Breakthrough is played on a chess board where the players, armed with two ranks of pawns, try to be the first to break through to reach the opponent’s back rank. The pawns can move forward and diagonally, but can only capture diagonally. Chinook is a variant of Breakthrough played with checkers pawns and the added twist that two independent games are played simultaneously, one on the white squares and another on the black ones. 3D Tic-Tac-Toe and Nine Board Tic-Tac-Toe are variants of Tic-Tac-Toe; the former is played on a 4×4×4 cube, and in the latter 9 Tic-Tac-Toe boards are placed in a 3×3 grid formation, and on each turn a player can play only on the board having the same coordinate as the last cell marked by the opponent (e.g., if the opponent marked a center cell in one of the boards, the player must on his turn play in the Tic-Tac-Toe board in the center). TTCC4 is a hybrid of several games where each player has a chess pawn, a chess knight, and a checkers king—these pieces respawn on their start square if captured. Instead of moving a piece a player can choose to drop a disk onto the board like in Connect 4 (captured disks do not respawn). The goal is to form a 3-in-a-row formation with your pieces anywhere on the 3×3 center squares of the table. Full game descriptions can be found on the Dresden GGP server (http://euklid.inf.tu-dresden.de:8180/ggpserver).
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Finnsson, H., Björnsson, Y. CadiaPlayer: Search-Control Techniques. Künstl Intell 25, 9–16 (2011). https://doi.org/10.1007/s13218-010-0080-9
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DOI: https://doi.org/10.1007/s13218-010-0080-9