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Michael Schofield

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

5 papers
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5

JAIR Journal 2019 Journal Article

General Game Playing with Imperfect Information

  • Michael Schofield
  • Michael Thielscher

General Game Playing is a field which allows the researcher to investigate techniques that might eventually be used in an agent capable of Artificial General Intelligence. Game playing presents a controlled environment in which to evaluate AI techniques, and so we have seen an increase in interest in this field of research. Games of imperfect information offer the researcher an additional challenge in terms of complexity over games with perfect information. In this article, we look at imperfect-information games: their expression, their complexity, and the additional demands of their players. We consider the problems of working with imperfect information and introduce a technique called HyperPlay, for efficiently sampling very large information sets, and present a formalism together with pseudo code so that others may implement it. We examine the design choices for the technique, show its soundness and completeness then provide some experimental results and demonstrate the use of the technique in a variety of imperfect-information games, revealing its strengths, weaknesses, and its efficiency against randomly generating samples. Improving the technique, we present HyperPlay-II, capable of correctly valuing information-gathering moves. Again, we provide some experimental results and demonstrate the use of the new technique revealing its strengths, weaknesses and its limitations.

AAAI Conference 2017 Conference Paper

The Efficiency of the HyperPlay Technique Over Random Sampling

  • Michael Schofield
  • Michael Thielscher

We show that the HyperPlay technique, which maintains a bag of updatable models for sampling an imperfect-information game, is more efficient than taking random samples of play sequences. Also, we demonstrate that random sampling may become impossible under the practical constraints of a game. We show the HyperPlay sample can become biased and not uniformly distributed across an information set and present a remedy for this bias, showing the impact on game results for biased and unbiased samples. We extrapolate the use of the technique beyond General Game Playing and in particular for enhanced security games with ingame percepts to facilitate a flexible defense response.

AAAI Conference 2016 Conference Paper

Nested Monte Carlo Search for Two-Player Games

  • Tristan Cazenave
  • Abdallah Saffidine
  • Michael Schofield
  • Michael Thielscher

The use of the Monte Carlo playouts as an evaluation function has proved to be a viable, general technique for searching intractable game spaces. This facilitate the use of statistical techniques like Monte Carlo Tree Search (MCTS), but is also known to require significant processing overhead. We seek to improve the quality of information extracted from the Monte Carlo playout in three ways. Firstly, by nesting the evaluation function inside another evaluation function; secondly, by measuring and utilising the depth of the playout; and thirdly, by incorporating pruning strategies that eliminate unnecessary searches and avoid traps. Our experimental data, obtained on a variety of two-player games from past General Game Playing (GGP) competitions and others, demonstrate the usefulness of these techniques in a Nested Player when pitted against a standard, optimised UCT player.

AAAI Conference 2015 Conference Paper

Lifting Model Sampling for General Game Playing to Incomplete-Information Models

  • Michael Schofield
  • Michael Thielscher

General Game Playing is the design of AI systems able to understand the rules of new games and to use such descriptions to play those games effectively. Games with incomplete information have recently been added as a new challenge for general game-playing systems. The only published solutions to this challenge are based on sampling complete information models. In doing so they ground all of the unknown information, thereby making information gathering moves of no value; a well-known criticism of such sampling based systems. We present and analyse a method for escalating reasoning from complete information models to incomplete information models and show how this enables a general game player to correctly value information in incomplete information games. Experimental results demonstrate the success of this technique over standard model sampling.

AAAI Conference 2012 Conference Paper

HyperPlay: A Solution to General Game Playing with Imperfect Information

  • Michael Schofield
  • Timothy Cerexhe
  • Michael Thielscher

General Game Playing is the design of AI systems able to understand the rules of new games and to use such descriptions to play those games effectively. Games with imperfect information have recently been added as a new challenge for existing general game-playing systems. The HyperPlay technique presents a solution to this challenge by maintaining a collection of models of the true game as a foundation for reasoning, and move selection. The technique provides existing game players with a bolt-on solution to convert from perfectinformation games to imperfect-information games. In this paper we describe the HyperPlay technique, show how it was adapted for use with a Monte Carlo decision making process and give experimental results for its performance.

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