• DocumentCode
    3600603
  • Title

    Multiobjective Monte Carlo Tree Search for Real-Time Games

  • Author

    Perez, Diego ; Mostaghim, Sanaz ; Samothrakis, Spyridon ; Lucas, Simon M.

  • Author_Institution
    Sch. of Comput. Sci. & Electron. Eng., Univ. of Essex, Colchester, UK
  • Volume
    7
  • Issue
    4
  • fYear
    2015
  • Firstpage
    347
  • Lastpage
    360
  • Abstract
    Multiobjective optimization has been traditionally a matter of study in domains like engineering or finance, with little impact on games research. However, action-decision based on multiobjective evaluation may be beneficial in order to obtain a high quality level of play. This paper presents a multiobjective Monte Carlo tree search algorithm for planning and control in real-time game domains, those where the time budget to decide the next move to make is close to 40 ms. A comparison is made between the proposed algorithm, a single-objective version of Monte Carlo tree search and a rolling horizon implementation of nondominated sorting evolutionary algorithm II (NSGA-II). Two different benchmarks are employed, deep sea treasure (DST) and the multiobjective physical traveling salesman problem (MO-PTSP). Using the same heuristics on each game, the analysis is focused on how well the algorithms explore the search space. Results show that the algorithm proposed outperforms NSGA-II. Additionally, it is also shown that the algorithm is able to converge to different optimal solutions or the optimal Pareto front (if achieved during search).
  • Keywords
    Monte Carlo methods; computer games; evolutionary computation; sorting; travelling salesman problems; tree searching; DST; MO-PTSP; NSGA-II; action-decision; deep sea treasure; game heuristics; multiobjective Monte Carlo tree search algorithm; multiobjective evaluation; multiobjective optimization; multiobjective physical traveling salesman problem; nondominated sorting evolutionary algorithm II; optimal Pareto front; optimal solutions; real-time game domains control; real-time game domains planning; real-time games; rolling horizon implementation; Approximation algorithms; Equations; Games; Monte Carlo methods; Optimization; Real-time systems; Vectors; Monte Carlo tree search; multiobjective optimization; real-time games;
  • fLanguage
    English
  • Journal_Title
    Computational Intelligence and AI in Games, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1943-068X
  • Type

    jour

  • DOI
    10.1109/TCIAIG.2014.2345842
  • Filename
    6872573