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Keywords = Upper Confidence bounds applied to Trees

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15 pages, 2410 KiB  
Article
Design and Implementation of EinStein Würfelt Nicht Program Monte_Alpha
by Chih-Hung Chen, Sin-Yi Chiu and Shun-Shii Lin
Electronics 2023, 12(13), 2936; https://doi.org/10.3390/electronics12132936 - 4 Jul 2023
Cited by 2 | Viewed by 1795
Abstract
The game of EinStein würfelt nicht involves an element of uncertainty due to die rolling, which poses a big challenge in the development of computer game programs. However, the intriguing nature of probabilistic elements has made this game popular in computer game competitions. [...] Read more.
The game of EinStein würfelt nicht involves an element of uncertainty due to die rolling, which poses a big challenge in the development of computer game programs. However, the intriguing nature of probabilistic elements has made this game popular in computer game competitions. This study aimed to develop a high-strength EinStein würfelt nicht program that utilizes an efficient bitboard representation for the game board as well as pre-established probability distribution tables and extensively uses bitwise operations to improve the efficiency of game tree expansion. Additionally, this study attempted to replace random simulation with an evaluation function to enhance the accuracy of the Upper Confidence bounds applied to Trees algorithm. Through this design, we improved the strength of our program, and we hope that this program will be able to achieve additional excellent results in future computer game tournaments. Full article
(This article belongs to the Special Issue Recent Advances in Data Science and Information Technology)
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17 pages, 813 KiB  
Article
NFSP-PLT: Solving Games with a Weighted NFSP-PER-Based Method
by Huale Li, Shuhan Qi, Jiajia Zhang, Dandan Zhang, Lin Yao, Xuan Wang, Qi Li and Jing Xiao
Electronics 2023, 12(11), 2396; https://doi.org/10.3390/electronics12112396 - 25 May 2023
Cited by 2 | Viewed by 1726
Abstract
Nash equilibrium strategy is a typical goal when solving two-player imperfect-information games (IIGs). Neural fictitious self-play (NFSP) is a popular method to find the Nash equilibrium in IIGs, which is the first end-to-end method used to compute the Nash equilibrium strategy. However, the [...] Read more.
Nash equilibrium strategy is a typical goal when solving two-player imperfect-information games (IIGs). Neural fictitious self-play (NFSP) is a popular method to find the Nash equilibrium in IIGs, which is the first end-to-end method used to compute the Nash equilibrium strategy. However, the training of NFSP requires a large number of sample data and the interactive cost of obtaining such data is often very high. Realizing the efficient training of network under limited samples is an urgent problem. In this paper, we first proposed a new NFSP-based method, NFSP with prioritized experience replay (NFSP-PER), to improve the sample training efficiency. Then, a weighted NFSP-PER with learning time (NFSP-PLT) was proposed to control the utilization degree of priority-weighted samples. Furthermore, based on the NFSP-PLT, an adaptive upper-confidence-bound applied to tree (UCT) is used to solve the optimal response strategy, which makes the solving strategy more accurate. Extensive experimental results show that the proposed NFSP-PLT effectively improves the sample learning efficiency compared with the existing works. Full article
(This article belongs to the Special Issue Big Model Techniques for Image Processing)
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