Academic literature on the topic 'Artificial intelligence. Game theory. Monte Carlo method'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Artificial intelligence. Game theory. Monte Carlo method.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Artificial intelligence. Game theory. Monte Carlo method"

1

Guo, Zhenyang, Xuan Wang, Shuhan Qi, Tao Qian, and Jiajia Zhang. "Heuristic Sensing: An Uncertainty Exploration Method in Imperfect Information Games." Complexity 2020 (October 24, 2020): 1–9. http://dx.doi.org/10.1155/2020/8815770.

Full text
Abstract:
Imperfect information games have served as benchmarks and milestones in fields of artificial intelligence (AI) and game theory for decades. Sensing and exploiting information to effectively describe the game environment is of critical importance for game solving, besides computing or approximating an optimal strategy. Reconnaissance blind chess (RBC), a new variant of chess, is a quintessential game of imperfect information where the player’s actions are definitely unobserved by the opponent. This characteristic of RBC exponentially expands the scale of the information set and extremely invokes uncertainty of the game environment. In this paper, we introduce a novel sense method, Heuristic Search of Uncertainty Control (HSUC), to significantly reduce the uncertainty of real-time information set. The key idea of HSUC is to consider the whole uncertainty of the environment rather than predicting the opponents’ strategy. Furthermore, we realize a practical framework for RBC game that incorporates our HSUC method with Monte Carlo Tree Search (MCTS). In the experiments, HSUC has shown better effectiveness and robustness than comparison opponents in information sensing. It is worth mentioning that our RBC game agent has won the first place in terms of uncertainty management in NeurIPS 2019 RBC tournament.
APA, Harvard, Vancouver, ISO, and other styles
2

Wang, Mingyan, Hang Ren, Wei Huang, Taiwei Yan, Jiewei Lei, and Jiayang Wang. "An efficient AI-based method to play the Mahjong game with the knowledge and game-tree searching strategy." ICGA Journal 43, no. 1 (2021): 2–25. http://dx.doi.org/10.3233/icg-210179.

Full text
Abstract:
The Mahjong game has widely been acknowledged to be a difficult problem in the field of imperfect information games. Because of its unique characteristics of asymmetric, serialized and multi-player game information, conventional methods of dealing with perfect information games are difficult to be applied directly on the Mahjong game. Therefore, AI (artificial intelligence)-based studies to handle the Mahjong game become challenging. In this study, an efficient AI-based method to play the Mahjong game is proposed based on the knowledge and game-tree searching strategy. Technically, we simplify the Mahjong game framework from multi-player to single-player. Based on the above intuition, an improved search algorithm is proposed to explore the path of winning. Meanwhile, three node extension strategies are proposed based on heuristic information to improve the search efficiency. Then, an evaluation function is designed to calculate the optimal solution by combining the winning rate, score and risk value assessment. In addition, we combine knowledge and Monte Carlo simulation to construct an opponent model to predict hidden information and translate it into available relative probabilities. Finally, dozens of experiments are designed to prove the effectiveness of each algorithm module. It is also worthy to mention that, the first version of the proposed method, which is named as KF-TREE, has won the silver medal in the Mahjong tournament of 2019 Computer Olympiad.
APA, Harvard, Vancouver, ISO, and other styles
3

Resconi, G., A. J. van der Wal, and D. Ruan. "Speed-up of the Monte Carlo method by using a physical model of the Dempster-Shafer theory." International Journal of Intelligent Systems 13, no. 2-3 (1998): 221–42. http://dx.doi.org/10.1002/(sici)1098-111x(199802/03)13:2/3<221::aid-int7>3.0.co;2-1.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Gu, Bonwoo, and Yunsick Sung. "Enhanced Reinforcement Learning Method Combining One-Hot Encoding-Based Vectors for CNN-Based Alternative High-Level Decisions." Applied Sciences 11, no. 3 (2021): 1291. http://dx.doi.org/10.3390/app11031291.

Full text
Abstract:
Gomoku is a two-player board game that originated in ancient China. There are various cases of developing Gomoku using artificial intelligence, such as a genetic algorithm and a tree search algorithm. Alpha-Gomoku, Gomoku AI built with Alpha-Go’s algorithm, defines all possible situations in the Gomoku board using Monte-Carlo tree search (MCTS), and minimizes the probability of learning other correct answers in the duplicated Gomoku board situation. However, in the tree search algorithm, the accuracy drops, because the classification criteria are manually set. In this paper, we propose an improved reinforcement learning-based high-level decision approach using convolutional neural networks (CNN). The proposed algorithm expresses each state as One-Hot Encoding based vectors and determines the state of the Gomoku board by combining the similar state of One-Hot Encoding based vectors. Thus, in a case where a stone that is determined by CNN has already been placed or cannot be placed, we suggest a method for selecting an alternative. We verify the proposed method of Gomoku AI in GuPyEngine, a Python-based 3D simulation platform.
APA, Harvard, Vancouver, ISO, and other styles
5

LU, NA, and ZUREN FENG. "ACCUMULATIVE INTERSECTION SPACE BASED CORNER DETECTION ALGORITHM." International Journal of Pattern Recognition and Artificial Intelligence 22, no. 08 (2008): 1559–86. http://dx.doi.org/10.1142/s0218001408006909.

Full text
Abstract:
There is no parametric formulation of corner, so the conventional Hough transform cannot be employed to detect corners directly. A random corner detection method is developed in this paper based on a new concept "accumulative intersection space" under Monte Carlo scheme. This method transforms the corner detection in the image space into local maxima localization in the accumulative intersection space where the intersections are accumulated by random computations. The proposed algorithm has been demonstrated by both theory and experiments. The proposed algorithm is isotropic, robust to image rotation, insensitive to noise and false corners on diagonal edges. Unlike the other existing contour based corner detection methods, our algorithm can effectively avoid the influence of the edge detectors, such as rounding corners or line interceptions. Extensive comparisons among our approach and the other detectors including Harris operator, Fei Shen and Han Wang detector, Han Wang and Brady detector, Foveated Visual Search method and SIFT feature, have shown the effectiveness of our method.
APA, Harvard, Vancouver, ISO, and other styles
6

Sands, Timothy. "Comparison and Interpretation Methods for Predictive Control of Mechanics." Algorithms 12, no. 11 (2019): 232. http://dx.doi.org/10.3390/a12110232.

Full text
Abstract:
Objects that possess mass (e.g., automobiles, manufactured items, etc.) translationally accelerate in direct proportion to the force applied scaled by the object’s mass in accordance with Newton’s Law, while the rotational companion is Euler’s moment equations relating angular acceleration of objects that possess mass moments of inertia. Michel Chasles’s theorem allows us to simply invoke Newton and Euler’s equations to fully describe the six degrees of freedom of mechanical motion. Many options are available to control the motion of objects by controlling the applied force and moment. A long, distinguished list of references has matured the field of controlling a mechanical motion, which culminates in the burgeoning field of deterministic artificial intelligence as a natural progression of the laudable goal of adaptive and/or model predictive controllers that can be proven to be optimal subsequent to their development. Deterministic A.I. uses Chasle’s claim to assert Newton’s and Euler’s relations as deterministic self-awareness statements that are optimal with respect to state errors. Predictive controllers (both continuous and sampled-data) derived from the outset to be optimal by first solving an optimization problem with the governing dynamic equations of motion lead to several controllers (including a controller that twice invokes optimization to formulate robust, predictive control). These controllers are compared to each other with noise and modeling errors, and the many figures of merit are used: tracking error and rate error deviations and means, in addition to total mean cost. Robustness is evaluated using Monte Carlo analysis where plant parameters are randomly assumed to be incorrectly modeled. Six instances of controllers are compared against these methods and interpretations, which allow engineers to select a tailored control for their given circumstances. Novel versions of the ubiquitous classical proportional-derivative, “PD” controller, is developed from the optimization statement at the outset by using a novel re-parameterization of the optimal results from time-to-state parameterization. Furthermore, time-optimal controllers, continuous predictive controllers, and sampled-data predictive controllers, as well as combined feedforward plus feedback controllers, and the two degree of freedom controllers (i.e., 2DOF). The context of the term “feedforward” used in this study is the context of deterministic artificial intelligence, where analytic self-awareness statements are strictly determined by the governing physics (of mechanics in this case, e.g., Chasle, Newton, and Euler). When feedforward is combined with feedback per the previously mentioned method (provenance foremost in optimization), the combination is referred to as “2DOF” or two degrees of freedom to indicate the twice invocation of optimization at the genesis of the feedforward and the feedback, respectively. The feedforward plus feedback case is augmented by an online (real time) comparison to the optimal case. This manuscript compares these many optional control strategies against each other. Nominal plants are used, but the addition of plant noise reveals the robustness of each controller, even without optimally rejecting assumed-Gaussian noise (e.g., via the Kalman filter). In other words, noise terms are intentionally left unaddressed in the problem formulation to evaluate the robustness of the proposed method when the real-world noise is added. Lastly, mismodeled plants controlled by each strategy reveal relative performance. Well-anticipated results include the lowest cost, which is achieved by the optimal controller (with very poor robustness), while low mean errors and deviations are achieved by the classical controllers (at the highest cost). Both continuous predictive control and sampled-data predictive control perform well at both cost as well as errors and deviations, while the 2DOF controller performance was the best overall.
APA, Harvard, Vancouver, ISO, and other styles
7

Wang, Hongjun, Guanbin Li, Xiaobai Liu, and Liang Lin. "A Hamiltonian Monte Carlo Method for Probabilistic Adversarial Attack and Learning." IEEE Transactions on Pattern Analysis and Machine Intelligence, 2020, 1. http://dx.doi.org/10.1109/tpami.2020.3032061.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Wang, Di, Ling Geng, Yu-Jun Zhao, et al. "Artificial intelligence-based multi-objective optimization protocol for protein structure refinement." Bioinformatics, July 5, 2019. http://dx.doi.org/10.1093/bioinformatics/btz544.

Full text
Abstract:
AbstractMotivationProtein structure refinement is an important step of protein structure prediction. Existing approaches have generally used a single scoring function combined with Monte Carlo method or Molecular Dynamics algorithm. The one-dimension optimization of a single energy function may take the structure too far away without a constraint. The basic motivation of our study is to reduce the bias problem caused by minimizing only a single energy function due to the very diversity of different protein structures.ResultsWe report a new Artificial Intelligence-based protein structure Refinement method called AIR. Its fundamental idea is to use multiple energy functions as multi-objectives in an effort to correct the potential inaccuracy from a single function. A multi-objective particle swarm optimization algorithm-based structure refinement is designed, where each structure is considered as a particle in the protocol. With the refinement iterations, the particles move around. The quality of particles in each iteration is evaluated by three energy functions, and the non-dominated particles are put into a set called Pareto set. After enough iteration times, particles from the Pareto set are screened and part of the top solutions are outputted as the final refined structures. The multi-objective energy function optimization strategy designed in the AIR protocol provides a different constraint view of the structure, by extending the one-dimension optimization to a new three-dimension space optimization driven by the multi-objective particle swarm optimization engine. Experimental results on CASP11, CASP12 refinement targets and blind tests in CASP 13 turn to be promising.Availability and implementationThe AIR is available online at: www.csbio.sjtu.edu.cn/bioinf/AIR/.Supplementary informationSupplementary data are available at Bioinformatics online.
APA, Harvard, Vancouver, ISO, and other styles

Dissertations / Theses on the topic "Artificial intelligence. Game theory. Monte Carlo method"

1

Banda, Brandon Mathewe. "General Game Playing as a Bandit-Arms Problem: A Multiagent Monte-Carlo Solution Exploiting Nash Equilibria." Oberlin College Honors Theses / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=oberlin1559142912626158.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Tom, David. "Investigating UCT and RAVE steps towards a more robust method /." Master's thesis, 2010. http://hdl.handle.net/10048/1087.

Full text
Abstract:
Thesis (M.Sc.)--University of Alberta, 2010.<br>Title from PDF file main screen (viewed on July 29, 2010). A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Science, Department of Computing Science, University of Alberta. Includes bibliographical references.
APA, Harvard, Vancouver, ISO, and other styles
3

Henderson, Philip. "Playing and solving the game of Hex." Phd thesis, 2010. http://hdl.handle.net/10048/1311.

Full text
Abstract:
The game of Hex is of interest to the mathematics, algorithms, and artificial intelligence communities. It is a classical PSPACE-complete problem, and its invention is intrinsically tied to the Four Colour Theorem and the well-known strategy-stealing argument. Nash, Shannon, Tarjan, and Berge are among the mathematicians who have researched and published about this game. In this thesis we expand on previous research, further developing the mathematical theory and algorithmic techniques relating to Hex. In particular, we identify new classes of moves that can be pruned from consideration, and devise new algorithms to identify connection strategies efficiently. As a result of these theoretical improvements, we produce an automated solver capable of solving all 8 x 8 Hex openings and most 9 x 9 Hex openings; this marks the first time that computers have solved all Hex openings solved by humans. We also produce the two strongest automated Hex players in the world --- Wolve and MoHex --- and obtain both the gold and silver medals in the 2008 and 2009 International Computer Olympiads.
APA, Harvard, Vancouver, ISO, and other styles
4

Han, Baoguang. "Statistical analysis of clinical trial data using Monte Carlo methods." Thesis, 2014. http://hdl.handle.net/1805/4650.

Full text
Abstract:
Indiana University-Purdue University Indianapolis (IUPUI)<br>In medical research, data analysis often requires complex statistical methods where no closed-form solutions are available. Under such circumstances, Monte Carlo (MC) methods have found many applications. In this dissertation, we proposed several novel statistical models where MC methods are utilized. For the first part, we focused on semicompeting risks data in which a non-terminal event was subject to dependent censoring by a terminal event. Based on an illness-death multistate survival model, we proposed flexible random effects models. Further, we extended our model to the setting of joint modeling where both semicompeting risks data and repeated marker data are simultaneously analyzed. Since the proposed methods involve high-dimensional integrations, Bayesian Monte Carlo Markov Chain (MCMC) methods were utilized for estimation. The use of Bayesian methods also facilitates the prediction of individual patient outcomes. The proposed methods were demonstrated in both simulation and case studies. For the second part, we focused on re-randomization test, which is a nonparametric method that makes inferences solely based on the randomization procedure used in clinical trials. With this type of inference, Monte Carlo method is often used for generating null distributions on the treatment difference. However, an issue was recently discovered when subjects in a clinical trial were randomized with unbalanced treatment allocation to two treatments according to the minimization algorithm, a randomization procedure frequently used in practice. The null distribution of the re-randomization test statistics was found not to be centered at zero, which comprised power of the test. In this dissertation, we investigated the property of the re-randomization test and proposed a weighted re-randomization method to overcome this issue. The proposed method was demonstrated through extensive simulation studies.
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Artificial intelligence. Game theory. Monte Carlo method"

1

Liang, Junchi, and Abdeslam Boularias. "Inferring Time-delayed Causal Relations in POMDPs from the Principle of Independence of Cause and Mechanism." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/268.

Full text
Abstract:
This paper introduces an algorithm for discovering implicit and delayed causal relations between events observed by a robot at regular or arbitrary times, with the objective of improving data-efficiency and interpretability of model-based reinforcement learning (RL) techniques. The proposed algorithm initially predicts observations with the Markov assumption, and incrementally introduces new hidden variables to explain and reduce the stochasticity of the observations. The hidden variables are memory units that keep track of pertinent past events. Such events are systematically identified by their information gains. A test of independence between inputs and mechanisms is performed to identify cases when there is a causal link between events and those when the information gain is due to confounding variables. The learned transition and reward models are then used in a Monte Carlo tree search for planning. Experiments on simulated and real robotic tasks, and the challenging 3D game Doom show that this method significantly improves over current RL techniques.
APA, Harvard, Vancouver, ISO, and other styles
2

Koriche, Frédéric, Sylvain Lagrue, Éric Piette, and Sébastien Tabary. "Constraint-Based Symmetry Detection in General Game Playing." In Twenty-Sixth International Joint Conference on Artificial Intelligence. International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/40.

Full text
Abstract:
Symmetry detection is a promising approach for reducing the search tree of games. In General Game Playing (GGP), where any game is compactly represented by a set of rules in the Game Description Language (GDL), the state-of-the-art methods for symmetry detection rely on a rule graph associated with the GDL description of the game. Though such rule-based symmetry detection methods can be applied to various tree search algorithms, they cover only a limited number of symmetries which are apparent in the GDL description. In this paper, we develop an alternative approach to symmetry detection in stochastic games that exploits constraint programming techniques. The minimax optimization problem in a GDL game is cast as a stochastic constraint satisfaction problem (SCSP), which can be viewed as a sequence of one-stage SCSPs. Minimax symmetries are inferred according to themicrostructure complement of these one-stage constraint networks. Based on a theoretical analysis of this approach, we experimentally show on various games that the recent stochastic constraint solver MAC-UCB, coupled with constraint-based symmetry detection, significantly outperforms the standard Monte Carlo Tree Search algorithms, coupled with rule-based symmetry detection. This constraint-driven approach is also validated by the excellent results obtained by our player during the last GGP competition.
APA, Harvard, Vancouver, ISO, and other styles
3

Lan, Li-Cheng, Wei Li, Ting-Han Wei, and I.-Chen Wu. "Multiple Policy Value Monte Carlo Tree Search." In Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/653.

Full text
Abstract:
Many of the strongest game playing programs use a combination of Monte Carlo tree search (MCTS) and deep neural networks (DNN), where the DNNs are used as policy or value evaluators. Given a limited budget, such as online playing or during the self-play phase of AlphaZero (AZ) training, a balance needs to be reached between accurate state estimation and more MCTS simulations, both of which are critical for a strong game playing agent. Typically, larger DNNs are better at generalization and accurate evaluation, while smaller DNNs are less costly, and therefore can lead to more MCTS simulations and bigger search trees with the same budget. This paper introduces a new method called the multiple policy value MCTS (MPV-MCTS), which combines multiple policy value neural networks (PV-NNs) of various sizes to retain advantages of each network, where two PV-NNs f_S and f_L are used in this paper. We show through experiments on the game NoGo that a combined f_S and f_L MPV-MCTS outperforms single PV-NN with policy value MCTS, called PV-MCTS. Additionally, MPV-MCTS also outperforms PV-MCTS for AZ training.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography