The reviewed record of science sign in
Pith

arxiv: 2009.12974 · v2 · pith:XPLE23FO · submitted 2020-09-27 · cs.AI

Playing Carcassonne with Monte Carlo Tree Search

Reviewed by Pith T0 review T1 audit T2 compute T3 formal T4 kernel pith:XPLE23FOrecord.jsonopen to challenge →

classification cs.AI
keywords gamemctscarcassonnealgorithmcarlogamesmcts-basedmcts-rave
0
0 comments X
read the original abstract

Monte Carlo Tree Search (MCTS) is a relatively new sampling method with multiple variants in the literature. They can be applied to a wide variety of challenging domains including board games, video games, and energy-based problems to mention a few. In this work, we explore the use of the vanilla MCTS and the MCTS with Rapid Action Value Estimation (MCTS-RAVE) in the game of Carcassonne, a stochastic game with a deceptive scoring system where limited research has been conducted. We compare the strengths of the MCTS-based methods with the Star2.5 algorithm, previously reported to yield competitive results in the game of Carcassonne when a domain-specific heuristic is used to evaluate the game states. We analyse the particularities of the strategies adopted by the algorithms when they share a common reward system. The MCTS-based methods consistently outperformed the Star2.5 algorithm given their ability to find and follow long-term strategies, with the vanilla MCTS exhibiting a more robust game-play than the MCTS-RAVE.

This paper has not been read by Pith yet.

discussion (0)

Sign in with ORCID, Apple, or X to comment. Anyone can read and Pith papers without signing in.