MonteCarlo Tree Search in Settlers of Catan - PowerPoint PPT Presentation

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MonteCarlo Tree Search in Settlers of Catan

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Title: MonteCarlo Tree Search in Settlers of Catan


1
Monte-Carlo Tree Search in Settlers of Catan
  • István Szita, Guillaume Chaslot, Pieter Spronck

2
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3
Board Games vs. Video Games
4
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5
Modern Board Games vs. Others
6
Settlers of Catan
  • Klaus Teuber
  • Spiel des Jahres 1995
  • Origins Awards 1996
  • gt 11 million copies sold

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9
Rule Changes
  • Removal of imperfect information
  • Contents of development cards
  • Contents of stolen cards
  • No trading of our agent with the opponents
  • But opponents are allowed to trade

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12
JSettlers Architecture
13
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15
Effect of Starting Position Random Play
16
Effect of Starting Position MCTS 1000
17
Effect of Starting Position
  • Random play advantage for first player
  • MCTS play advantage for third and second player
  • Thus starting position has an effect
  • Therefore for all following experiments, player
    positions are randomized per game

18
Neighbour and Kingmaker Effect
  • There is probably no neighbour effect in Settlers
    of Catan
  • and if there is, randomized seating order is
    effective against it
  • There might be a kingmaker effect in Settlers of
    Catan
  • however, our bots are known to be impartial
  • still, in future research this issue may play a
    role

19
Domain Knowledge in MC Simulation
  • Basic action weight 1
  • End turn 1
  • Building a settlement or city 10000
  • Building a road 10/10R
  • Where R roads / (settlements cities)
  • Playing a knight (soldier)
  • If robber is blocking a resource 100
  • Otherwise 1
  • Playing a development card other than knight 10
  • Uniform sampling gives better results!

20
Domain Knowledge in Tree Search
  • Assign virtual wins to preferred actions
  • Building a settlement 20 virtual wins
  • Building a city 10 virtual wins
  • Virtual wins are not propagated to parents!
  • Otherwise, a weak action before one that gives
    virtual wins, might be rated far too high
  • This improves playing strength considerably

21
Tests
  • Against three JSettlers AIs
  • Random AI
  • MCTS with 1000 simulations per move
  • MCTS with 10000 simulations per move
  • Against a strong human player
  • 30 games

22
Test 1
  • JSettlers (top)vs.Random (bottom)

23
Test 2
  • JSettlers (top)vs.MCTS 1000(bottom)

24
Test 3
  • JSettlers (top)vs.MCTS 10000(bottom)

25
Test Against Humans
  • SmartSettlers MCTS 10000 plays justifiable moves
  • Play style is often human-like
  • More challenging than JSettlers
  • Still, humans tend to play stronger

26
Human Supremacy
  • Wood clay strategy
  • Focus on building settlements and roads
  • Ore wheat strategy
  • Focus on building cities and buying developments
  • SmartSettlers prefers ore wheat strategy, and
    tends to build less settlements than a human
    would
  • Wood clay requires that the player postpones
    building roads in favour of building settlements
  • Search depth needed to discover this is pretty
    high
  • Possible solutions more simulations, improved
    move selection heuristics

27
Conclusion
  • MCTS is suitable for implementing AI for
    non-deterministic, multiplayer games such as
    Settlers of Catan
  • Future work
  • Implementing a version that complies with all
    rules
  • Implementing trading
  • Improving playing strength through domain
    knowledge, possibly automatically extracted

28
Contact details
  • Pieter Spronck
  • pieter_at_spronck.net
  • http//www.spronck.net
  • István Szita
  • szityu_at_gmail.com
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