Non-Linear Monte-Carlo Search in Civilization II The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Branavan, S. R. K. David Silver, and Regina Barzilay. "Non-Linear Monte-Carlo Search in Civilization II." in Proceedings of the Twenty- Second International Joint Conference on Artificial Intelligence, Barcelona, Catalonia, Spain, 16–22 July 2011. p.2404. As Published http://ijcai-11.iiia.csic.es/program/paper/1252 Publisher AAAI Press/International Joint Conferences on Artificial Intelligence Version Author's final manuscript Citable link http://hdl.handle.net/1721.1/74248 Terms of Use Creative Commons Attribution-Noncommercial-Share Alike 3.0 Detailed Terms http://creativecommons.org/licenses/by-nc-sa/3.0/ Non-Linear Monte-Carlo Search in Civilization II S.R.K. Branavan David Silver * Regina Barzilay Computer Science and Artificial Intelligence Laboratory * Department of Computer Science Massachusetts Institute of Technology University College London fbranavan,
[email protected] [email protected] Abstract Several factors influence a city's production of shields: the terrain within your city radius is most important. This paper presents a new Monte-Carlo search al- You might find it worthwhile to set Settlers to improving gorithm for very large sequential decision-making the terrain squares within your city radius. problems. We apply non-linear regression within Beyond terrain , the form of government your civilization Monte-Carlo search, online, to estimate a state- chooses can cause each city to spend some of its raw action value function from the outcomes of ran- materials as maintenance dom roll-outs.