The game of the Amazons is a fairly young member of the class of territory-games. Since there is very few human play, it is difficult to estimate the level of current programs. However, it is believed that humans could play much stronger... more
- by Bruno Bouzy
We developed complex systems playing the game of Go using specific concepts and methods.
The game of Go is one of the games that still withstand classical Artificial Intelligence approaches. Hence, it is a good testbed for new AI methods. Amongst them, Monte-Carlo led to promising results. This method consists of building an... more
This paper describes the generation and utilisation of a pattern database for 19x19 go with the Knearest-neighbor representation. Patterns are generated by browsing recorded games of professional players. Meanwhile, their matching and... more
This paper experimentally evaluates multiagent learning algorithms playing repeated matrix games to maximize their cumulative return. Previous works assessed that Qlearning surpassed Nash-based multi-agent learning algorithms. Based on... more
This paper describes multi-agent learning experiments performed on tactical sequences of the pursuit evasion game on very small grids. It underlines the performance difference between a centralized approach and a distributed approach when... more
Playing repeated matrix games (RMG) while maximizing the cumulative returns is a basic method to evaluate multi-agent learning (MAL) algorithms. Previous work has shown that U CB, M 3, S or Exp3 algorithms have good behaviours on average... more
- by Bruno Bouzy
In this paper, we introduce a new heuristic search algorithm based on mean values for real-time planning, called MHSP. It consists in associating the principles of UCT, a banditbased algorithm which gave very good results in computer... more
Cet article décrit la génération automatique et l'utilisation d'une base de patterns pour le go 19x19. La représentation utilisée est celle des K plus proches voisins. Les patterns sont engendrés en parcourant des parties de... more
- by Bruno Bouzy
Dans cet article, nous présentons un nouvel algorithme de recherche heuristique basé sur le calcul de moyennes pour la planification temps réel, appelé MHSP (Mean-Based Heuristic Search Planning). Il associe les principes d'UCT (Upper... more
- by Bruno Bouzy
Cet article propose deux contributions pour améliorer la phase de sélection d'actions dans le cadre de la planification temps réel. Tout d'abord, la première amélioration s'appuie sur un agenda de buts pour classer les buts par ordre de... more
- by Bruno Bouzy
We describe two Go programs, ¢ ¡ ¤ £ ¦ ¥ and ¢ ¡ ¤ § £
This paper describes experiments using reinforcement learning techniques to compute pattern urgencies used during simulations performed in a Monte-Carlo Go architecture. Currently, Monte-Carlo is a popular technique for computer Go. In a... more
In the context of real-time planning, this paper investigates the contributions of two enhancements for selecting actions. First, the agenda-driven planning enhancement ranks relevant atomic goals and solves them incrementally in a... more
The game of Amazons is a fairly young member of the class of territory-games. The best Amazons programs play now at a high level, but can still be defeated by humans expert of the game. Our focus here is on the solving of endgames, with... more
Monte-Carlo Tree Search (MCTS) is a powerful tool in games with a finite branching factor. This paper describes an artificial player playing the Voronoi game, a game with an infinite branching factor. First, this paper shows how to use... more
- by Bruno Bouzy
In this paper, we introduce a new heuristic search algorithm based on mean values for anytime planning, called MHSP. It consists in associating the principles of UCT, a bandit-based algorithm which gave very good results in computer... more