The behavior of a human player in a game expresses the personality of that player. Personality is an important characteristic for modeling the player's profile. In our researc...
Giel van Lankveld, Sonny Schreurs, Pieter Spronck,...
Monte-Carlo Tree Search is now a well established algorithm, in games and beyond. We analyze its scalability, and in particular its limitations, and the implications in terms of pa...
Simulation balancing is a new technique to tune parameters of a playout policy for a Monte-Carlo game-playing program. So far, this algorithm had only been tested in a very artific...
We used in the past a lot of computational power and human expertise for having a very big dataset of good 9x9 Go games, in order to build an opening book. We improved a lot the al...
Abstract. The Monte-Carlo Tree Search algorithm has been successfully applied in various domains. However, its performance heavily depends on the Monte-Carlo part. In this paper, w...
Monte-Carlo Tree Search (MCTS) is a successful algorithm used in many state of the art game engines. We propose to improve a MCTS solver when a game has more than two outcomes. It ...
Monte Carlo Tree Search has given computer go a significant boost in strength the past few years, but progress seems to have slowed, and once again we have to ask ourselves how can...
We define the Rook Jumping Maze, provide historical perspective, and describe a generation method for such mazes. When applying stochastic local search algorithms to maze design, m...
Todd W. Neller, Adrian Fisher, Munyaradzi T. Choga...