Abstract
When constructing a search tree for multiplayer games, there are two basic approaches to propagating the opponents' moves. The first approach, which stems from the MaxN algorithm, assumes each opponent will follow his highest valued heuristic move. In the second approach, the paranoid algorithm, the player prepares for the worst case by assuming the opponents will select the worst move with respect to him. There is no definite answer as to which approach is better, and their main shortcoming is that their strategy is fixed. We therefore suggest the MaxN-paranoid mixture (MP-Mix) algorithm: a multiplayer adversarial search that switches search strategies according to the game situation. The MP-mix algorithm examines the current situation and decides whether the root player should follow the MaxN principle, the paranoid principle, or the newly presented directed offensive principle. To evaluate our new algorithm, we performed extensive experimental evaluation on three multiplayer domains: Hearts, Risk, and Quoridor. In addition, we also introduce the opponent impact (OI) measure, which measures the players' ability to impede their opponents' efforts, and show its relation to the relative performance of the MP-mix strategy. The results show that our MP-mix strategy significantly outperforms MaxN and paranoid in various settings in all three games.
Original language | English |
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Article number | 6029288 |
Pages (from-to) | 316-331 |
Number of pages | 16 |
Journal | IEEE Transactions on Computational Intelligence and AI in Games |
Volume | 3 |
Issue number | 4 |
DOIs | |
State | Published - Dec 2011 |
Externally published | Yes |
Bibliographical note
Funding Information:Manuscript received September 24, 2010; revised February 25, 2011 and July 01, 2011; accepted July 28, 2011. Date of publication September 26, 2011; date of current version December 14, 2011.The work of A. Felner was supported by the Israeli Science Foundation under Grant 305/09. I. Zuckerman is with the Department of Industrial Engineering and Management, Ariel University Center of Samaria, Ariel 44837, Israel (e-mail: [email protected]). A. Felner is with the Information Systems Engineering Department, Ben-Gu-rion University, Be’er-Sheva 85104, Israel (e-mail: [email protected]). Color versions of one or more of the figures in this paper are available online at http://ieeexplore.ieee.org. Digital Object Identifier 10.1109/TCIAIG.2011.2166266
Funding
Manuscript received September 24, 2010; revised February 25, 2011 and July 01, 2011; accepted July 28, 2011. Date of publication September 26, 2011; date of current version December 14, 2011.The work of A. Felner was supported by the Israeli Science Foundation under Grant 305/09. I. Zuckerman is with the Department of Industrial Engineering and Management, Ariel University Center of Samaria, Ariel 44837, Israel (e-mail: [email protected]). A. Felner is with the Information Systems Engineering Department, Ben-Gu-rion University, Be’er-Sheva 85104, Israel (e-mail: [email protected]). Color versions of one or more of the figures in this paper are available online at http://ieeexplore.ieee.org. Digital Object Identifier 10.1109/TCIAIG.2011.2166266
Funders | Funder number |
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Israel Science Foundation | 305/09 |
Keywords
- Artificial intelligence (AI)
- Decision trees
- Game-tree search
- Multiplayer games