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Hidden information games AI

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3 comments, last by mudslinger 5 years, 9 months ago

Edited for brevity.

I made a post 8 years ago about this Stratego-like game: https://www.gamedev.net/forums/topic/585572-game-of-the-generals-ai/. Are there advances in AI in the last eight years you recommend?

As I understand, MCTS/UCT/AlphaZero is not applicable because of hidden information.

My AI implementation uses MC playouts + UCB1 + inference of opponent's pieces. It's not effective, though it makes smart moves on the end game, like the flag piece running away.

 

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Bayesian inference. Not new, but the go-to tech for hidden information.

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On 9/4/2018 at 10:42 PM, IADaveMark said:

Bayesian inference. Not new, but the go-to tech for hidden information.

Thank you for your reply. I think this is similar to what I've done for piece prediction: I keep track of piece's possible highest and lowest ranks after challenges. I then use this information to generate plausible board configuraions.

Currently reading this paper on Information Set Monte Carlo Tree Searchhttps://pure.york.ac.uk/portal/files/13014166/CowlingPowleyWhitehouse2012.pdf

Longer version: https://pdfs.semanticscholar.org/d10e/31ed85cc6ea79d3d961730da2b07c32aa984.pdf

Hello, I implemented a cheating MCTS. Definitely better, but still beatable. Will improve on that before doing anything fancy.

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