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dc.contributor.authorKao, Kuo-Yuanen_US
dc.contributor.authorWu, I-Chenen_US
dc.contributor.authorYen, Shi-Jimen_US
dc.contributor.authorShan, Yi-Changen_US
dc.date.accessioned2014-12-08T15:34:07Z-
dc.date.available2014-12-08T15:34:07Z-
dc.date.issued2013-12-01en_US
dc.identifier.issn1943-068Xen_US
dc.identifier.urihttp://dx.doi.org/10.1109/TCIAIG.2013.2248086en_US
dc.identifier.urihttp://hdl.handle.net/11536/23441-
dc.description.abstractMonte Carlo tree search (MCTS) is a search paradigm that has been remarkably successful in computer games like Go. It uses Monte Carlo simulation to evaluate the values of nodes in a search tree. The node values are then used to select the actions during subsequent simulations. The performance of MCTS heavily depends on the quality of its default policy, which guides the simulations beyond the search tree. In this paper, we propose an MCTS improvement, called incentive learning, which learns the default policy online. This new default policy learning scheme is based on ideas from combinatorial game theory, and hence is particularly useful when the underlying game is a sum of games. To illustrate the efficiency of incentive learning, we describe a game named Heap-Go and present experimental results on the game.en_US
dc.language.isoen_USen_US
dc.subjectArtificial intelligenceen_US
dc.subjectcombinatorial gamesen_US
dc.subjectcomputational intelligenceen_US
dc.subjectcomputer gamesen_US
dc.subjectreinforcement learningen_US
dc.titleIncentive Learning in Monte Carlo Tree Searchen_US
dc.typeArticleen_US
dc.identifier.doi10.1109/TCIAIG.2013.2248086en_US
dc.identifier.journalIEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMESen_US
dc.citation.volume5en_US
dc.citation.issue4en_US
dc.citation.spage346en_US
dc.citation.epage352en_US
dc.contributor.department資訊工程學系zh_TW
dc.contributor.departmentDepartment of Computer Scienceen_US
dc.identifier.wosnumberWOS:000328732600005-
dc.citation.woscount0-
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