mcts | Monte Carlo Tree Search - C++14 implementation | Reinforcement Learning library
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kandi X-RAY | mcts Summary
A lightweight and generic C++14 implementation for Monte Carlo Tree Search algorithm.
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QUESTION
I asked for some advice to optimize my code on the OCaml forum. I use a lot of Array.set
and Array.get
(this is most of my code 1 2) and someone told me I could use Array.unsafe_get
and Array.unsafe_set
to gain some time.
What's the difference between safe
and unsafe
function in this context ?
ANSWER
Answered 2022-Feb-01 at 15:42Array.get
and Array.set
checks that the index is within the bounds of the array.
For instance,
QUESTION
I'm using C++ templates and encounter the following issue.
I try to use class ImplG
's method func
in class ImplM
, however the linker reports an error.
ANSWER
Answered 2021-Aug-21 at 05:25Make your class abstract (by adding = 0
), something like:
QUESTION
I've been working on a MCTS AI for a couple days now. I tried to implement it on Tic-Tac-Toe, the least complex game I could think of, but for some reason, my AI keeps making bad decisions. I've tried change the values of UCB1's exploration constant, the number of iterations per search, and even the points awarded to winning, losing, and getting to tie the game (trying to make a tie more rewarding, as this AI only plays second, and try to get a draw, win otherwise). As of now, the code looks like this:
...ANSWER
Answered 2021-Feb-08 at 17:30My mistake was choosing the node with the most visits in the expansion phase, when it should have been the one with the most potential according to the UCB1 formula. I also had some errors when it came to implementing some if clauses, as all the losses weren't being counted.
QUESTION
I'm trying to implement MCTS on Openai's atari gym environments, which requires the ability to plan: acting in the environment and restoring it to a previous state. I read that this can be done with the ram version of the games:
recording the current state in a snapshot:
snapshot = env.ale.cloneState()
restoring the environment to a specific state recorded in snapshot:
env.ale.restoreState(snapshot)
so I tried using the ram version of breakout:
...ANSWER
Answered 2020-Jun-13 at 17:45For anyone who comes across this in the future: There IS a bug in the arcade learning environment (ale) in the atari gym. The bug is in the original code written in C. restoring the original state from a snapshot changes the entire state back to the original, WITHOUT changing back the observation's picture or ram. Still, if you make another action after restoring the last state you get the next state with a correct image and ram. So basically if you don't need to draw images from the game, or save the ram of a specific state, You can play with restore without any problem. If you do need to see the image or ram of a current state, to use for a learning algorithm, then this is a problem. You need to save and remember the correct image when cloning, and using that saved image after restoring the state, instead of the image you get from getScreenRGB() after using the restoreState() function.
QUESTION
I've been recently trying to play with MCTS implementation for simple board game. I'd like to make AI play with itself to gather some sample playthroughs. I'd figure out I could make them use the same MCTS tree (for better performance). Or so it looks like.
But would that be valid ? Or I need 2 separate trees for both AI with separate win/plays data to behave correctly ?
...ANSWER
Answered 2020-Apr-04 at 18:53If you are doing self-play and building the tree exactly the same for both players there won't be any bias inherent in the tree - you can re-use it for both players. But, if the players build the MCTS tree in a way that is specific to a particular player, then you'll need to rebuild the tree. In this case you'd need to keep two trees, one for each player, and each player could re-use their own tree but nothing else.
Some things to analyze if you're trying to figure this out:
- Does the game have hidden information? (Something one player knows that the other player doesn't.) In this case you can't re-use the tree because you'd leak private information to the other player.
- Do your playouts depend on the player at the root of the MCTS tree?
- Does you have any policies for pruning moves from either player that aren't applied symmetrically?
- Do you evaluate states in a way that is not symmetric between players?
- Do you perform any randomization differently for the players?
If none of these are true, you can likely re-use the tree.
QUESTION
How can I use related generic types in Rust?
Here's what I've got (only the first line is giving me trouble):
...ANSWER
Answered 2020-Mar-19 at 23:39The concrete type of G
cannot be detemined based on the type of TreeNode
; it is only known when expand
is called. Note that expand
could be called twice with different types for G
.
You can express this by constraining the type parameters for the method instead of the entire implementation block:
QUESTION
I am looking for a method of simulating my game till win or lose, to feed into a Monte Carlo Tree Search algorithm.
My game is a turn based , tile based tactical RPG similar to Final Fantasty Tactics, Fire Emblem etc.
The idea is that the AI would perform thousands of playouts (or up until a threshold) until they determine the optimal next move.
The SimulationEach AI and Player agent would make a random valid move, until the game is over.
Why a MCTS Simulation? Why not minmax?
I need to simulate the game as closely to the real thing for several reasons:
- Encoding the game state into a lower-dimensional structure is impossible as most actions are tightly coupled to Unity constructs like Colliders and Rays.
- It is fairly difficult, if not impossible to statically evaluate the game state at
X
moves ahead - without any knowledge of previous moves. Therefore I would need to carry out each move sequentially on a game state, to produce the next game state before anything can be evaluated.
To expand on point 2: Using a simple minmax approach, and statically evaluating the game state by looking at something like the Current Health of all players, would be useful but not accurate. As not every action will provide an immediate change to health.
Example:
Which produces a higher (max damage) dealt over 2 turns:
- Move infront of player, attack -> Move behind player, attack
OR
- Move infront of player, Use attack buff -> Attack for x4 damage
In this example, the minmax approach would never result in the 2nd option, even though it does more damage over 2 turns, due to its static evaluation of the buff move resulting in 0, or perhaps even negatively.
In order for it to select the 2nd option, it would need to retain knowledge of previous actions. Ie. it would need to simulate the game almost perfectly.
When we add in other elements like: Stage Traps, destructible environment and status effects. It becomes pretty much impossible to use a static evaluation
What I've triedTime.timeScale
This allows me to speed up physics and other interactions, which is exactly what I need. However - this is a global property, so the game will appear to run at super speed for a fraction of a second when the AI is "thinking".
Increasing the speed of NavMesh Agents
All my movements take place on a NavMesh - so the only perceivable way of making these movements "instant" is to increase the speed. This is problematic as the movements are not fast enough - and it causes physics issues due to the increased velocity, sometimes characters spin out of control and fly off the map.
For reference here is a screenshot of my (in active development) game.
QuestionWhat I need is a method for "playing" my game extremely quickly.
I just need to be able to run these simulations quickly and efficiently before every AI move.
I would love to hear from someone with some experience doing something like this - but any input would be greatly appreciated!
Thanks
...ANSWER
Answered 2020-Feb-10 at 18:54For something to run quickly, we need it to be simple - that means stripping back the game to its basic mechanics, and representing that (and that only).
So, what does that mean? Well, first we have a tile based world. A simple representation of that is a 2D array of Tile objects, like this:
QUESTION
I am working on macOS Catalina and I want to compile some c++ code using CMake.
This code needs the library boost that I installed via Brew (brew install boost
). In my code I added #include
to use it.
When I compile I got the following error:
...ANSWER
Answered 2020-Jan-28 at 17:11Usually you would use find_package to find and configure libraries with CMake. Boost provides a CMake configuration file FindBoost.
Here is an example for one library using targets (currently the recommended way)
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