"Large Scale Monte Carlo Tree Search on GPU"
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
6 Adversarial Search
6 ADVERSARIAL SEARCH In which we examine the problems that arise when we try to plan ahead in a world where other agents are planning against us. 6.1 GAMES Chapter 2 introduced multiagent environments, in which any given agent will need to con- sider the actions of other agents and how they affect its own welfare. The unpredictability of these other agents can introduce many possible contingencies into the agent’s problem- solving process, as discussed in Chapter 3. The distinction between cooperative and compet- itive multiagent environments was also introduced in Chapter 2. Competitive environments, in which the agents’ goals are in conflict, give rise to adversarial search problems—often GAMES known as games. Mathematical game theory, a branch of economics, views any multiagent environment as a game provided that the impact of each agent on the others is “significant,” regardless of whether the agents are cooperative or competitive.1 In AI, “games” are usually of a rather specialized kind—what game theorists call deterministic, turn-taking, two-player, zero-sum ZEROSUM GAMES games of perfect information. In our terminology, this means deterministic, fully observable PERFECT INFORMATION environments in which there are two agents whose actions must alternate and in which the utility values at the end of the game are always equal and opposite. For example, if one player wins a game of chess (+1), the other player necessarily loses (–1). It is this opposition between the agents’ utility functions that makes the situation adversarial. We will consider multiplayer games, non-zero-sum games, and stochastic games briefly in this chapter, but will delay discussion of game theory proper until Chapter 17. -
Tactical Analysis, Board Games AI
DM842 Computer Game Programming: AI Lecture 9 Tactical Analysis Board Games Christian Kudahl Department of Mathematics & Computer Science University of Southern Denmark Tactical and Strategic AI Outline Board game AI 1. Tactical and Strategic AI Tactical Pathnding Coordinated Action 2. Board game AI 2 Tactical and Strategic AI Outline Board game AI 1. Tactical and Strategic AI Tactical Pathnding Coordinated Action 2. Board game AI 3 Tactical and Strategic AI Outline Board game AI 1. Tactical and Strategic AI Tactical Pathnding Coordinated Action 2. Board game AI 4 Tactical and Strategic AI Tactical Pathnding Board game AI when characters move, taking account of their tactical surroundings, staying in cover, and avoiding enemy lines of re and common ambush points same pathnding algorithms as saw are used on the same kind of graph representation. cost function is extended to include tactical information P where is distance is the weight for tactic and C = D + i wi Ti D wi i Ti tactical quality for tactic i. problem: tactical information is stored on nodes average the tactical quality of each of the locations incident to the arc 5 Tactical and Strategic AI Tactic Weights and Concern Blending Board game AI If a tactic has a high positive weight, then locations with that tactical property will be avoided by the character. Conversely if large negative weight, they will be favoured. but! negative costs are not supported by normal pathnding algorithms such as A∗ Performing the cost calculations when they are needed slows down pathnding signicantly. Is the advantage of better tactical routes for the characters outweighed by the extra time they need to plan the route in the rst place? Weights have an impact on character personalization Tanks will likely have dierent weights than infantry. -
Compiler Construction
Compiler construction PDF generated using the open source mwlib toolkit. See http://code.pediapress.com/ for more information. PDF generated at: Sat, 10 Dec 2011 02:23:02 UTC Contents Articles Introduction 1 Compiler construction 1 Compiler 2 Interpreter 10 History of compiler writing 14 Lexical analysis 22 Lexical analysis 22 Regular expression 26 Regular expression examples 37 Finite-state machine 41 Preprocessor 51 Syntactic analysis 54 Parsing 54 Lookahead 58 Symbol table 61 Abstract syntax 63 Abstract syntax tree 64 Context-free grammar 65 Terminal and nonterminal symbols 77 Left recursion 79 Backus–Naur Form 83 Extended Backus–Naur Form 86 TBNF 91 Top-down parsing 91 Recursive descent parser 93 Tail recursive parser 98 Parsing expression grammar 100 LL parser 106 LR parser 114 Parsing table 123 Simple LR parser 125 Canonical LR parser 127 GLR parser 129 LALR parser 130 Recursive ascent parser 133 Parser combinator 140 Bottom-up parsing 143 Chomsky normal form 148 CYK algorithm 150 Simple precedence grammar 153 Simple precedence parser 154 Operator-precedence grammar 156 Operator-precedence parser 159 Shunting-yard algorithm 163 Chart parser 173 Earley parser 174 The lexer hack 178 Scannerless parsing 180 Semantic analysis 182 Attribute grammar 182 L-attributed grammar 184 LR-attributed grammar 185 S-attributed grammar 185 ECLR-attributed grammar 186 Intermediate language 186 Control flow graph 188 Basic block 190 Call graph 192 Data-flow analysis 195 Use-define chain 201 Live variable analysis 204 Reaching definition 206 Three address -
Randomized Parallel Algorithms for Backtrack Search and Branch-And-Bound Computation
Randomized Parallel Algorithms for Backtrack Search and Branch-and-Bound Computation RICHARD M. KARP AND YANJUN ZHANG University of California at Berkeley, Berkeley, California Abstract. Universal randomized methods for parallelizing sequential backtrack search and branch-and-bound computation are presented. These methods execute on message-passing multi- processor systems, and require no global data structures or complex communication protocols. For backtrack search, it is shown that, uniformly on all instances, the method described in this paper is likely to yield a speed-up within a small constant factor from optimal, when all solutions to the problem instance are required. For branch-and-bound computation, it is shown that, uniformly on all instances, the execution time of this method is unlikely to exceed a certain inherent lower bound by more than a constant factor. These randomized methods demonstrate the effectiveness of randomization in distributed parallel computation. Categories and Subject Descriptors: F.2.2 [Analysis of Algorithms and Problem Complexity]: Non-numerical Algorithms-computation on discrete structures; sorting and searching; F.1.2 [Com- putation by Abstract Devices]: Modes of computation-parallelism and concurrency; probabilistic computation; G.2.1 [Discrete Mathematics]: Combinatorics-combinutoria~ algorithms; G.3 [Prob- ability and Statistics]: probabilistic algotithms; 1.2.8 [Artificial Intelligence]: Problem Solving, Control Methods, and Search-backtracking; graph and tree search strategies General Terms: Algorithms Additional Key Words and Phrases: Backtrack search, branch-and-bound, distributed parallel computation 1. Introduction A combinatorial search problem, or simply search problem, is a problem of finding certain arrangements of some combinatorial objects among a large set of possible arrangements. -
Heuristics Table of Contents
Part I: Heuristics Table of Contents List of Contributors ......................................................... ix Preface ...................................................................... xi I. Heuristics ........................................................... 1 1. Heuristic Search for Planning Under Uncertainty Blai Bonet and Eric A. Hansen . 3 2. Heuristics, Planning, and Cognition Hector Geffner . 23 3. Mechanical Generation of Admissible Heuristics Robert Holte, Jonathan Schaeffer, and Ariel Felner . 43 4. Space Complexity of Combinatorial Search Richard E. Korf . 53 5. Paranoia Versus Overconfidence in Imperfect-Information Games Austin Parker, Dana Nau and V.S. Subrahmanian . 63 6. Heuristic Search: Pearl's Significance From a Personal Perspective Ira Pohl ................................................................. 89 II. Probability ......................................................... 103 7. Inference in Bayesian Networks: A Historical Perspective Adnan Darwiche . 105 8. Graphical Models of the Visual Cortex Thomas Dean . 121 9. On the Power of Belief Propagation: A Constraint Propagation Perspective Rina Dechter, Bozhena Bidyuk, Robert Mateescu, and Emma Rollon . 143 10. Bayesian Nonparametric Learning: Expressive Priors for Intelligent Systems Michael I. Jordan . 167 v 1 Heuristic Search for Planning under Uncertainty Blai Bonet and Eric A. Hansen 1 Introduction The artificial intelligence (AI) subfields of heuristic search and automated planning are closely related, with planning problems often providing a -
Parallel Algorithms Combinatorial Search Some Combinatorial Search Methods • Divide and Conquer
Parallel Programming Parallel algorithms Combinatorial Search Some Combinatorial Search Methods • Divide and conquer • Backtrack search • Branch and bound • Game tree search (minimax, alpha-beta) 2010@FEUP Parallel Algorithms - Combinatorial Search 2 Terminology • Combinatorial algorithm: computation performed on discrete structure • Combinatorial search: finding one or more optimal or suboptimal solutions in a defined problem space • Kinds of combinatorial search problem • Decision problem (exists (find 1 solution); doesn’t exist) • Optimization problem (the best solution) 2010@FEUP Parallel Algorithms - Combinatorial Search 3 Examples of Combinatorial Search • Laying out circuits in VLSI • Find the smallest area • Planning motion of robot arms • Smallest distance to move (with or without constraints) • Assigning crews to airline flights • Proving theorems • Playing games 2010@FEUP Parallel Algorithms - Combinatorial Search 4 Search Tree • Each node represents a problem or sub- problem • Root of tree: initial problem to be solved • Children of a node created by adding constraints (one move from the father) • AND node: to find solution, must solve problems represented by all children • OR node: to find a solution, solve any of the problems represented by the children 2010@FEUP Parallel Algorithms - Combinatorial Search 5 Search Tree (cont.) • AND tree • Contains only AND nodes • Divide-and-conquer algorithms • OR tree • Contains only OR nodes • Backtrack search and branch and bound • AND/OR tree • Contains both AND and OR nodes • Game -
Understanding Sampling-Based Adversarial Search Methods
UNDERSTANDING SAMPLING-BASED ADVERSARIAL SEARCH METHODS A Dissertation Presented to the Faculty of the Graduate School of Cornell University in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy by Raghuram Ramanujan August 2012 c 2012 Raghuram Ramanujan ALL RIGHTS RESERVED UNDERSTANDING SAMPLING-BASED ADVERSARIAL SEARCH METHODS Raghuram Ramanujan, Ph.D. Cornell University 2012 Until 2007, the best computer programs for playing the board game Go per- formed at the level of a weak amateur, while employing the same Minimax algo- rithm that had proven so successful in other games such as Chess and Checkers. Thanks to a revolutionary new sampling-based planning approach named Up- per Confidence bounds applied to Trees (UCT), today’s best Go programs play at a master level on full-sized 19 × 19 boards. Intriguingly, UCT’s spectacular success in Go has not been replicated in domains that have been the traditional stronghold of Minimax-style approaches. The focus of this thesis is on under- standing this phenomenon. We begin with a thorough examination of the vari- ous facets of UCT in the games of Chess and Mancala, where we can contrast the behavior of UCT to that of the better understood Minimax approach. We then introduce the notion of shallow search traps — positions in games where short winning strategies for the opposing player exist — and demonstrate that these are distributed very differently in different games, and that this has a significant impact on the performance of UCT. Finally, we study UCT and Minimax in two novel synthetic game settings that permit mathematical analysis. -
EXPTIME Hardness of an N by N Custodian Capture Game
algorithms Article EXPTIME Hardness of an n by n Custodian Capture Game Fumitaka Ito 1,†,‡, Masahiko Naito 1,‡, Naoyuki Katabami 1,‡ and Tatsuie Tsukiji 2,* 1 Department of Science and Engineering, Tokyo Denki University, Tokyo 120-8551, Japan; [email protected] (F.I.); [email protected] (M.N.); [email protected] (N.K.) 2 Graduate School of Advanced Science and Technology, Tokyo Denki University, Tokyo 120-8551, Japan * Correspondence: [email protected] † Current address: Oaza Ishizuka, Hikigun Hatoyama-tyou, Saitama 350-0394, Japan. ‡ These authors contributed equally to this work. Abstract: Custodian capture occurs when a player has placed two of his pieces on the opposite sides of an orthogonal line of the opponent’s men. Each piece moves like the rook in Chess. Different cultures played it from pre-modern times in two-player strategy board games, Ludus Latrunculorum (Kowalski’s reconstruction), Hasami shogi in Japan, Mak-yek in Thailand and Myanmar, Ming Mang in Tibet, and so on. We prove that a custodian capture game on n × n square board is EXPTIME hard if the first player to capture five or more men in total wins. Keywords: computational complexity; custodial capture; EXPTIME hard; generalized game; repetition 1. Introduction Custodial capture occurs on a square lattice board when a player has placed two of his pieces on the opposite sides of an orthogonal line of the opponent’s men. Different cultures played it in two-player strategy (i.e., perfect information) board games [1,2]. In A History Citation: Ito, F.; Naito, M.; Katabami, of Chess [3], after introducing Tafl games in Nordic and Celtic, Murray noted that “the N.; Tsukiji, T. -
Algorithmic Approaches for Playing and Solving Shannon Games
Algorithmic Approaches for Playing and Solving Shannon Games Rune Rasmussen Bachelor of Information Technology in Software Engineering Queensland University of Technology A thesis submitted to the Faculty of Information Technology at the Queensland University of Technology in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Principal Supervisor: Dr Frederic Maire Associate Supervisor: Dr Ross Hayward Faculty of Information Technology Queensland University of Technology Brisbane, Queensland, 4000, AUSTRALIA 2007 STATEMENT OF OWNERSHIP The work contained in this thesis has not been previously submitted to meet requirements for an award at this or any other higher education institution. To the best of my knowledge and belief, the thesis contains no material previously published or written by another person except where due reference is made. Signature: Rune Rasmussen Date: ii iii ACKNOWLEDGEMENTS I would like to thank my supervisors Frederic Maire and Ross Hayward, who have been patient and helpful in providing this most valuable learning experience. In addition, I thank my wife Kerry and my children for their patience and trust in me, as I left a trade career as an Electrician to pursue and finish this journey for a more interesting career path and hopefully a more prosperous life. iv v ABSTRACT The game of Hex is a board game that belongs to the family of Shannon games, which are connection-oriented games where players must secure certain connected components in graphs. The problem of solving Hex is a decision problem com- plete in PSPACE, which implies that the problem is NP-Hard. Although the Hex problem is difficult to solve, there are a number of problem reduction methods that allow solutions to be found for small Hex boards within practical search limits. -
Selective Search in Games of Different Complexity
Selective Search in Games of Different Complexity Selective Search in Games of Different Complexity PROEFSCHRIFT ter verkrijging van de graad van doctor aan de Universiteit Maastricht, op gezag van de Rector Magnificus, Prof. mr. G.P.M.F. Mols, volgens het besluit van het College van Decanen, in het openbaar te verdedigen op woensdag 25 mei 2011 om 16.00 uur door Maarten Peter Dirk Schadd Promotor: Prof. dr. G. Weiss Copromotor: Dr. M.H.M. Winands Dr. ir. J.W.H.M. Uiterwijk Leden van de beoordelingscommissie: Prof. dr. ir. R.L.M. Peeters (voorzitter) Dr. Y. Bj¨ornsson(Reykjavik University) Prof. dr. H.J.M. Peters Prof. dr. ir. J.A. La Poutr´e(Universiteit Utrecht) Prof. dr. ir. J.C. Scholtes This research has been funded by the Netherlands Organisation for Scientific Research (NWO) in the framework of the project TACTICS, grant number 612.000.525. Dissertation Series No. 2011-16 The research reported in this thesis has been carried out under the auspices of SIKS, the Dutch Research School for Information and Knowledge Systems. Printed by Optima Grafische Communicatie, Rotterdam ISBN 978-94-6169-060-9 c 2011 M.P.D. Schadd, Maastricht, The Netherlands. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronically, mechanically, photo- copying, recording or otherwise, without prior permission of the author. Preface As far as I can think back, I have enjoyed playing all kind of games. A fascinating property of games is that with simple rules, very complex behavior can be created. -
Anytime Tree Search for Combinatorial Optimization Luc Libralesso
Anytime tree search for combinatorial optimization Luc Libralesso To cite this version: Luc Libralesso. Anytime tree search for combinatorial optimization. Computer Arithmetic. Université Grenoble Alpes [2020-..], 2020. English. NNT : 2020GRALM026. tel-03014697 HAL Id: tel-03014697 https://tel.archives-ouvertes.fr/tel-03014697 Submitted on 19 Nov 2020 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. THÈSE Pour obtenir le grade de DOCTEUR DE L’UNIVERSITÉ GRENOBLE ALPES Spécialité : MATHÉMATIQUES & INFORMATIQUE Arrêté ministériel : 25 mai 2016 Présentée par Luc LIBRALESSO Thèse dirigée par Louis ESPERET, Chargé de Recherche CNRS, G-SCOP et co-encadrée par Vincent JOST, Chargé de Recherche CNRS, G-SCOP Thibault Honegger, Chief Scientific Officer, NETRI préparée au sein du Laboratoire des Sciences pour la Conception, l'Optimisation et la Production de Grenoble (G-SCOP) dans l'École Doctorale Mathématiques, Sciences et technologies de l'information, Informatique (ED-MSTII) Recherches arborescentes anytime pour l’optimisation combinatoire Anytime tree search -
Search and Learning Algorithms for Two-Player Games with Application to the Game of Hex Chao
Search and Learning Algorithms for Two-Player Games with Application to the Game of Hex by Chao Gao A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy Department of Computing Science University of Alberta c Chao Gao, 2020 Abstract Two-Player alternate-turn perfect-information zero-sum games have been suggested as a testbed for Artificial Intelligence research since Shannon in 1950s. In this thesis, we summarize and develop algorithms for this line of research. We focus on the game of Hex | a game created by Piet Hein in 1942 and popularized by Jonh Nash in 1949. We continue on previous research, further bringing the strength of machine learning techniques | specifically deep neural networks | to the game of Hex. We develop new methods and apply them to solving and playing Hex. We present state-of-the-art results for Hex and discuss relevant research on other domains. In particular, we develop solving and playing algorithm by combining search and deep learning methods. As a result of our algorithmic innovations, we produce stronger solver and player, winning gold medal at the Computer Olympiad Hex tournaments in 2017 and 2018. ii What I believe is that if it takes 200 years to achieve artificial intelligence, and finally there is a textbook that explains how it is done; the hardest part of that textbook to write will be the part that explains why people didn't think of it 200 years ago, because we are really talking about how to make machines do things that are on the surface of our minds.