Know your Enemy: Investigating Monte-Carlo Tree Search with Opponent Models in Pommerman
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Abstract (arXiv)
In combination with Reinforcement Learning, Monte-Carlo Tree Search has shown to outperform human grandmasters in games such as Chess, Shogi and Go with little to no prior domain knowledge. However, most classical use cases only feature up to two players. Scaling the search to an arbitrary number of players presents a computational challenge, especially if decisions have to be planned over a longer time horizon. In this work, we investigate techniques that transform general-sum multiplayer games into single-player and two-player games that consider other agents to act according to given opponent models. For our evaluation, we focus on the challenging Pommerman environment which involves partial observability, a long time horizon and sparse rewards. In combination with our search methods, we investigate the phenomena of opponent modeling using heuristics and self-play. Overall, we demonstrate the effectiveness of our multiplayer search variants both in a supervised learning and reinforcement learning setting.
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References · 15
- 2019Mastering Atari, Go, Chess and Shogi by Planning with a Learned Modelcited by 1,353
- 2017Thinking Fast and Slow with Deep Learning and Tree Searchcited by 252
- 2017Learning with Opponent-Learning Awarenesscited by 222
- 2021Monte Carlo Tree Search: A Review of Recent Modifications and Applicationscited by 161
- 2019Accelerating Self-Play Learning in Gocited by 64
- 2021Vector Quantized Models for Planningcited by 48
- 2018Pommerman: A Multi-Agent Playgroundcited by 30
- 2018Backplay: "Man muss immer umkehren"cited by 21
- 2019Skynet: A Top Deep RL Agent in the Inaugural Pommerman Team Competitioncited by 7
- 2019Multiplayer AlphaZerocited by 6
- 2019Learning to play the Chess Variant Crazyhouse above World Champion Level with Deep Neural Networks and Human Datacited by 5
- 2019Real-time tree search with pessimistic scenarioscited by 4
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