scholarly journals Monte-Carlo Tree Search for Scalable Coalition Formation

Author(s):  
Feng Wu ◽  
Sarvapali D. Ramchurn

We propose a novel algorithm based on Monte-Carlo tree search for the problem of coalition structure generation (CSG). Specifically, we find the optimal solution by sampling the coalition structure graph and incrementally expanding a search tree, which represents the partial space that has been searched. We prove that our algorithm is complete and converges to the optimal given sufficient number of iterations. Moreover, it is anytime and can scale to large CSG problems with many agents. Experimental results on six common CSG benchmark problems and a disaster response domain confirm the advantages of our approach comparing to the state-of-the-art methods.

2013 ◽  
Vol 48 ◽  
pp. 841-883 ◽  
Author(s):  
A. Guez ◽  
D. Silver ◽  
P. Dayan

Bayesian planning is a formally elegant approach to learning optimal behaviour under model uncertainty, trading off exploration and exploitation in an ideal way. Unfortunately, planning optimally in the face of uncertainty is notoriously taxing, since the search space is enormous. In this paper we introduce a tractable, sample-based method for approximate Bayes-optimal planning which exploits Monte-Carlo tree search. Our approach avoids expensive applications of Bayes rule within the search tree by sampling models from current beliefs, and furthermore performs this sampling in a lazy manner. This enables it to outperform previous Bayesian model-based reinforcement learning algorithms by a significant margin on several well-known benchmark problems. As we show, our approach can even work in problems with an infinite state space that lie qualitatively out of reach of almost all previous work in Bayesian exploration.


Author(s):  
Christian Roberson ◽  
Katarina Sperduto

Artificial intelligence in games serves as an excellent platform for facilitating collaborative research with undergraduates. This paper explores several aspects of a research challenge proposed for a newly-developed variant of a solitaire game. We present multiple classes of game states that can be identified as solvable or unsolvable. We present a heuristic for quickly finding goal states in a game state search tree. Finally, we introduce a Monte Carlo Tree Search-based player for the solitaire variant that can win almost any solvable starting deal efficiently.


2013 ◽  
Vol 22 (01) ◽  
pp. 1250035 ◽  
Author(s):  
TRISTAN CAZENAVE

Monte-Carlo Tree Search is a general search algorithm that gives good results in games. Genetic Programming evaluates and combines trees to discover expressions that maximize a given fitness function. In this paper Monte-Carlo Tree Search is used to generate expressions that are evaluated in the same way as in Genetic Programming. Monte-Carlo Tree Search is transformed in order to search expression trees rather than lists of moves. We compare Nested Monte-Carlo Search to UCT (Upper Confidence Bounds for Trees) for various problems. Monte-Carlo Tree Search achieves state of the art results on multiple benchmark problems. The proposed approach is simple to program, does not suffer from expression growth, has a natural restart strategy to avoid local optima and is extremely easy to parallelize.


Author(s):  
Kristian Spoerer

This paper describes a new algorithm called Bi-Directional Monte Carlo Tree Search. The essential idea of Bi-directional Monte Carlo Tree Search is to run an MCTS forwards from the start state, and simultaneously run an MCTS backwards from the goal state, and stop when the two searches meet. Bi-Directional MCTS is tested on 8-Puzzle and Pancakes Problem, two single-agent search problems, which allow control over the optimal solution length d and average branching factor b respectively. Preliminary results indicate that enhancing Monte Carlo Tree Search by making it Bi-Directional speeds up the search. The speedup of Bi-directional MCTS grows with increasing the problem size, in terms of both optimal solution length d and also branching factor b. Furthermore, Bi-Directional Search has been applied to a Reinforcement Learning algorithm. It is hoped that the speed enhancement of Bi-directional Monte Carlo Tree Search will also apply to other planning problems.


2009 ◽  
Vol 34 ◽  
pp. 521-567 ◽  
Author(s):  
T. Rahwan ◽  
S. D. Ramchurn ◽  
N. R. Jennings ◽  
A. Giovannucci

Coalition formation is a fundamental type of interaction that involves the creation of coherent groupings of distinct, autonomous, agents in order to efficiently achieve their individual or collective goals. Forming effective coalitions is a major research challenge in the field of multi-agent systems. Central to this endeavour is the problem of determining which of the many possible coalitions to form in order to achieve some goal. This usually requires calculating a value for every possible coalition, known as the coalition value, which indicates how beneficial that coalition would be if it was formed. Once these values are calculated, the agents usually need to find a combination of coalitions, in which every agent belongs to exactly one coalition, and by which the overall outcome of the system is maximized. However, this coalition structure generation problem is extremely challenging due to the number of possible solutions that need to be examined, which grows exponentially with the number of agents involved. To date, therefore, many algorithms have been proposed to solve this problem using different techniques ranging from dynamic programming, to integer programming, to stochastic search all of which suffer from major limitations relating to execution time, solution quality, and memory requirements. With this in mind, we develop an anytime algorithm to solve the coalition structure generation problem. Specifically, the algorithm uses a novel representation of the search space, which partitions the space of possible solutions into sub-spaces such that it is possible to compute upper and lower bounds on the values of the best coalition structures in them. These bounds are then used to identify the sub-spaces that have no potential of containing the optimal solution so that they can be pruned. The algorithm, then, searches through the remaining sub-spaces very efficiently using a branch-and-bound technique to avoid examining all the solutions within the searched subspace(s). In this setting, we prove that our algorithm enumerates all coalition structures efficiently by avoiding redundant and invalid solutions automatically. Moreover, in order to effectively test our algorithm we develop a new type of input distribution which allows us to generate more reliable benchmarks compared to the input distributions previously used in the field. Given this new distribution, we show that for 27 agents our algorithm is able to find solutions that are optimal in 0.175% of the time required by the fastest available algorithm in the literature. The algorithm is anytime, and if interrupted before it would have normally terminated, it can still provide a solution that is guaranteed to be within a bound from the optimal one. Moreover, the guarantees we provide on the quality of the solution are significantly better than those provided by the previous state of the art algorithms designed for this purpose. For example, for the worst case distribution given 25 agents, our algorithm is able to find a 90% efficient solution in around 10% of time it takes to find the optimal solution.


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