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dc.contributor.authorHou, Jia-Haoen_US
dc.contributor.authorWang, Tsaipeien_US
dc.date.accessioned2018-08-21T05:56:50Z-
dc.date.available2018-08-21T05:56:50Z-
dc.date.issued2016-01-01en_US
dc.identifier.issn2376-6816en_US
dc.identifier.urihttp://hdl.handle.net/11536/146717-
dc.description.abstractEver since its introduction, Monte Carlo Tree Search (MCTS) has shown very good performances on a number of games, most of which are turn-based zero-sum games. More recently, researchers have also started to expand the application of MCTS to other types of games. This paper proposes a new framework of applying MCTS to the game of simulated car racing. We choose to build the search tree in a discretized game-state space and then determine the action from the selected target game state. This allows us to avoid the need to discretize the action space. In addition, we are able to incorporate some heuristics on driving strategies naturally. The resulting controller shows very competitive performance in the open-source racing game TORCS.en_US
dc.language.isoen_USen_US
dc.subjectMCTSen_US
dc.subjectTORCSen_US
dc.subjectSimulated Car Racingen_US
dc.titleThe Development of a Simulated Car Racing Controller Based on Monte-Carlo Tree Searchen_US
dc.typeProceedings Paperen_US
dc.identifier.journal2016 CONFERENCE ON TECHNOLOGIES AND APPLICATIONS OF ARTIFICIAL INTELLIGENCE (TAAI)en_US
dc.citation.spage104en_US
dc.citation.epage109en_US
dc.contributor.department資訊工程學系zh_TW
dc.contributor.departmentDepartment of Computer Scienceen_US
dc.identifier.wosnumberWOS:000406594200014en_US
Appears in Collections:Conferences Paper