Hybrid Minimax-MCTS and Difficulty Adjustment for General Game Playing

被引:0
|
作者
Athayde De Aguiar Vieira, Marco Antonio [1 ]
Tavares, Anderson Rocha [1 ]
Ribas, Renato Perez [1 ]
机构
[1] Univ Fed Rio Grande do Sul, Porto Alegre, RS, Brazil
来源
PROCEEDINGS OF THE 22ND BRAZILIAN SYMPOSIUM ON COMPUTER GAMES AND DIGITAL ENTERTAINMENT, SBGAMES, 2023 | 2023年
关键词
Board games; General game playing; Difficulty adjustment;
D O I
10.1145/3631085.3631331
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Board games are a great source of entertainment for all ages, as they create a competitive and engaging environment, as well as stimulating learning and strategic thinking. It is common for digital versions of board games, as any other type of digital games, to offer the option to select the difficulty of the game. This is usually done by customizing the search parameters of the AI algorithm. However, this approach cannot be extended to General Game Playing agents, as different games might require different parametrization for each difficulty level. In this paper, we present a general approach to implement an artificial intelligence opponent with difficulty levels for zero-sum games, together with a propose of a Minimax-MCTS hybrid algorithm, which combines the minimax search process with GGP aspects of MCTS. This approach was tested in our mobile application LoBoGames, an extensible board games platform, that is intended to have an broad catalog of games, with an emphasis on accessibility: the platform is friendly to visually-impaired users, and is compatible with more than 92% of Android devices. The tests in this work indicate that both the hybrid Minimax-MCTS and the new difficulty adjustment system are promising GGP approaches that could be expanded in future work.
引用
收藏
页码:20 / 27
页数:8
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