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Elastic Monte Carlo Tree Search with State Abstraction for Strategy Game Playing

arXiv 2205.15126 ↗First posted 30 May 2022cs.AIcited by 1

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Abstract (arXiv)

Strategy video games challenge AI agents with their combinatorial search space caused by complex game elements. State abstraction is a popular technique that reduces the state space complexity. However, current state abstraction methods for games depend on domain knowledge, making their application to new games expensive. State abstraction methods that require no domain knowledge are studied extensively in the planning domain. However, no evidence shows they scale well with the complexity of strategy games. In this paper, we propose Elastic MCTS, an algorithm that uses state abstraction to play strategy games. In Elastic MCTS, the nodes of the tree are clustered dynamically, first grouped together progressively by state abstraction, and then separated when an iteration threshold is reached. The elastic changes benefit from efficient searching brought by state abstraction but avoid the negative influence of using state abstraction for the whole search. To evaluate our method, we make use of the general strategy games platform Stratega to generate scenarios of varying complexity. Results show that Elastic MCTS outperforms MCTS baselines with a large margin, while reducing the tree size by a factor of 10. Code can be found at: https://github.com/egg-west/Stratega

Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 4 of its 27 references that are in the map. First posted on arXiv 30 May 2022.

Builds on

4 of 27 references.

References · 4

  1. 2018The N-Tuple Bandit Evolutionary Algorithm for Game Agent Optimisationcited by 9
  2. 2021Generating Diverse and Competitive Play-Styles for Strategy Gamescited by 6
  3. 2017Combining Strategic Learning and Tactical Search in Real-Time Strategy Gamescited by 4
  4. 2021Portfolio Search and Optimization for General Strategy Game-Playingcited by 1

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