DocumentCode
579612
Title
Enhancements for Monte-Carlo Tree Search in Ms Pac-Man
Author
Pepels, Tom ; Winands, Mark H M
Author_Institution
Dept. of Knowledge Eng., Fac. of Humanities & Sci., Maastricht Univ., Maastricht, Netherlands
fYear
2012
fDate
11-14 Sept. 2012
Firstpage
265
Lastpage
272
Abstract
In this paper enhancements for the Monte-Carlo Tree Search (MCTS) framework are investigated to play Ms Pac-Man. MCTS is used to find an optimal path for an agent at each turn, determining the move to make based on randomised simulations. Ms Pac-Man is a real-time arcade game, in which the protagonist has several independent goals but no conclusive terminal state. Unlike games such as Chess or Go there is no state in which the player wins the game. Furthermore, the Pac-Man agent has to compete with a range of different ghost agents, hence limited assumptions can be made about the opponent´s behaviour. In order to expand the capabilities of existing MCTS agents, five enhancements are discussed: 1) a variable depth tree, 2) playout strategies for the ghost-team and Pac-Man, 3) including long-term goals in scoring, 4) endgame tactics, and 5) a Last-Good-Reply policy for memorising rewarding moves during playouts. An average performance gain of 40,962 points, compared to the average score of the top scoring Pac-Man agent during the CIG´11, is achieved by employing these methods.
Keywords
Monte Carlo methods; computer games; software agents; tree searching; Monte-Carlo tree search; Ms Pac-Man; Pac-Man agent; endgame tactics; ghost agents; last-good-reply policy; optimal path; randomised simulations; real-time arcade game; variable depth tree; Backpropagation; Computational intelligence; Conferences; Games; Junctions; Monte Carlo methods; Safety;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Games (CIG), 2012 IEEE Conference on
Conference_Location
Granada
Print_ISBN
978-1-4673-1193-9
Electronic_ISBN
978-1-4673-1192-2
Type
conf
DOI
10.1109/CIG.2012.6374165
Filename
6374165
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