Monte Carlo tree search: A review of recent modifications and applications

M Świechowski, K Godlewski, B Sawicki… - Artificial Intelligence …, 2023 - Springer
Abstract Monte Carlo Tree Search (MCTS) is a powerful approach to designing game-
playing bots or solving sequential decision problems. The method relies on intelligent tree …

General video game ai: A multitrack framework for evaluating agents, games, and content generation algorithms

D Perez-Liebana, J Liu, A Khalifa… - IEEE Transactions …, 2019 - ieeexplore.ieee.org
General video game playing aims at designing an agent that is capable of playing multiple
video games with no human intervention. In 2014, the General Video Game Artificial …

[BOOK][B] Artificial intelligence and games

GN Yannakakis, J Togelius - 2018 - Springer
Georgios N. Yannakakis Julian Togelius Page 1 Artificial Intelligence and Games Georgios N.
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …

Enhanced rolling horizon evolution algorithm with opponent model learning: Results for the fighting game AI competition

Z Tang, Y Zhu, D Zhao, SM Lucas - IEEE Transactions on …, 2020 - ieeexplore.ieee.org
The Fighting Game AI Competition (FTGAIC) provides a challenging benchmark for two-
player video game artificial intelligence. The challenge arises from the large action space …

Rolling horizon evolution enhancements in general video game playing

RD Gaina, SM Lucas… - 2017 IEEE Conference …, 2017 - ieeexplore.ieee.org
Game AI literature has looked at applying various enhancements to Rolling Horizon
Evolutionary methods or creating hybrids with popular tree search methods for an improved …

The n-tuple bandit evolutionary algorithm for game agent optimisation

SM Lucas, J Liu… - 2018 IEEE Congress on …, 2018 - ieeexplore.ieee.org
This paper describes the N-Tuple Bandit Evolutionary Algorithm (NTBEA), an optimisation
algorithm developed for noisy and expensive discrete (combinatorial) optimisation …

[BOOK][B] General video game artificial intelligence

DP Liébana, SM Lucas, RD Gaina, J Togelius… - 2020 - Springer
Research on general video game playing aims at designing agents or content generators
that can perform well in multiple video games, possibly without knowing the game in …

Using a team of general ai algorithms to assist game design and testing

C Guerrero-Romero, SM Lucas… - … IEEE Conference on …, 2018 - ieeexplore.ieee.org
General Video Game Playing (GVGP) has become a popular line of research in the past
years, leading to the existence of a wide range of general algorithms created to tackle this …

Playing multiaction adversarial games: Online evolutionary planning versus tree search

N Justesen, T Mahlmann, S Risi… - IEEE Transactions on …, 2017 - ieeexplore.ieee.org
We address the problem of playing turn-based multiaction adversarial games, which include
many strategy games with extremely high branching factors as players take multiple actions …

Evolutionary MCTS for multi-action adversarial games

H Baier, PI Cowling - 2018 IEEE Conference on Computational …, 2018 - ieeexplore.ieee.org
Turn-based multi-action adversarial games are games in which each player turn consists of
a sequence of atomic actions, resulting in an extremely high branching factor. Many strategy …