Incentivizing Information Gain for MCTS in Hidden Information Multi-Action Games

Abstract

Hidden Information is a central mechanic in games like the Resistance or wargaming with fog of war, adding an extra layer of complexity for search algorithms. Monte Carlo Tree Search (MCTS) has gained much notoriety given its success in searching complex domains such as Go. Extensions to MCTS allow it to perform well in hidden information games such as Bridge, Kriegspiel (Chess), and Magic the Gathering. These MCTS extensions however fail to consider information gain, an important aspect of multi-action hidden information games as initial actions inform sequential decisions. This report proposes an information gain incentive function and a risk function to offset the risk of information gain. We implement the information gain incentive and risk functions into MCTS variants ISMCTS and PIMCTS which are then tested in the multi-action hidden information game TUBSTAP. Overall testing demonstrates promising results, but lack of consistency makes it largely inconclusive. Current implementation of the information gain incentive has flaws, and we offer a more effective approach.

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Document Details

Document Type
Technical Report
Publication Date
Sep 15, 2022
Accession Number
AD1181184

Entities

People

  • Nathan Lervold

Organizations

  • Air Force Institute of Technology

Tags

Communities of Interest

  • Biomedical
  • C4I
  • Cyber
  • Energy and Power Technologies
  • Weapons Technologies

DTIC Thesaurus Topics

  • Abstracts
  • Air Force
  • Algorithms
  • Artificial Intelligence
  • Bibliographies
  • Consistency
  • Department Of Defense
  • Evolutionary Algorithms
  • Governments
  • Heuristic Methods
  • Information Science
  • Law
  • Literature Surveys
  • Machine Learning
  • Mathematics
  • Motivation
  • Probability
  • Resistance
  • Simulations
  • Trees (Data Structures)
  • United States Government

Fields of Study

  • Computer science

Readers

  • Game Theory.
  • Systems Analysis and Design