By Guillaume Chaslot, Christophe Fiter, Jean-Baptiste Hoock (auth.), H. Jaap van den Herik, Pieter Spronck (eds.)
This quantity constitutes the completely refereed post-conference court cases of the 12th Advances in machine video games convention, ACG 2009, held in Pamplona, Spain, in may possibly 2009. The 20 revised complete papers awarded have been rigorously reviewed and chosen from forty-one submissions for inclusion within the booklet. the subjects addressed include Monte-Carlo tree seek, Bayesian modeling, selective seek, brute strength, clash solution, fixing video games, optimization, inspiration discovery, incongruity conception, and information insurance.
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Additional resources for Advances in Computer Games: 12th International Conference, ACG 2009, Pamplona Spain, May 11-13, 2009. Revised Papers
7 2060 Round-Robin Experiments In the second series of experiments we quantify the performance of the four simulation strategies in a round-robin tournament. The results are given in Table 2. Surprisingly, the heavily evaluation-function based Greedy strategy was the weakest of the four. The Corrective strategy was better than the Evaluation Cut-Oﬀ and Greedy strategy. But, the Mixed strategy, a combination of Corrective and Greedy, outperformed the other ones. The latter result shows that the evaluation function can be directly used for selecting moves as done by Greedy, but not at the start of a simulation.
Finally, Sect. 6 gives conclusions and an outlook on future research. 2 Lines of Action Lines of Action (LOA) is a two-person zero-sum connection game with perfect information. It is played on an 8 × 8 board by two sides, Black and White. Each side has twelve pieces at its disposal. The black pieces are placed along the top and bottom rows of the board, while the white pieces are placed in the left- and right-most ﬁles of the board (see Fig. 1a). The players alternately move a piece, starting with Black.
We see from row two that the regular MC-LOA program played almost as well as MIA, receiving a 46% winning score. One nice beneﬁt of MCTS is that it can be parallelized quite easily compared to αβ search. We tested a two- and four-threaded MC-LOA program against (a single-threaded) MIA and they won 56% and 60%, respectively. We do not have a parallel version of MIA, however, we ran an experiment where the two-threaded MC-LOA program competed against MIA. Here MIA was given 50% more time (simulating a search eﬃciency increase of 50% if MIA were to be given two processors).
Advances in Computer Games: 12th International Conference, ACG 2009, Pamplona Spain, May 11-13, 2009. Revised Papers by Guillaume Chaslot, Christophe Fiter, Jean-Baptiste Hoock (auth.), H. Jaap van den Herik, Pieter Spronck (eds.)