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Bayesian Programming and Learning for Multi-Player Video Games ...

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Algorithm 4 UCB1 Exp<strong>and</strong>From<br />

function Exp<strong>and</strong>From(node)<br />

if node is terminal then<br />

return node ⊲ terminal<br />

end if<br />

if ∃c ∈ node.children s.t. N(c) = 0 then<br />

return c ⊲ grow<br />

end if<br />

return Exp<strong>and</strong>From(arg maxc∈node.children) end function<br />

+r<br />

+r<br />

+r<br />

�<br />

Q(c) ln N(node)<br />

N(c) + k<br />

N(c) ) ⊲ select<br />

Figure 2.4: An iteration of the while loop in MCTS, from left to right: Exp<strong>and</strong>From select,<br />

Exp<strong>and</strong>From grow, Evaluate & Merge.<br />

2.4 <strong>Games</strong> with uncertainty<br />

An exhaustive list of games, or even of games genres, is beyond the scope/range of this thesis.<br />

All uncertainty boils down to incompleteness of in<strong>for</strong>mation, being it the physics of the dice<br />

being thrown or the inability to measure what is happening in the opponent’s brain. However,<br />

we will speak of 2 types (sources) of uncertainty: extensional uncertainty, which is due to<br />

incompleteness in direct, measurable in<strong>for</strong>mation, <strong>and</strong> intentional uncertainty, which is related<br />

to r<strong>and</strong>omness in the game or in (the opponent’s) decisions. Here are two extreme illustrations<br />

of this: an agent acting without sensing is under full extensional uncertainty, while an agent<br />

whose acts are the results of a perfect r<strong>and</strong>om generator is under full intentional uncertainty.<br />

The uncertainty coming from the opponent’s mind/cognition lies in between, depending on the<br />

simplicity to model the game as an optimization procedure. The harder the game is to model,<br />

the harder it is to model the trains of thoughts our opponents can follow.<br />

23

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