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MCTS Information Set
Peter Shih edited this page Jun 20, 2017
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- Information set
- Tackle the hidden information problem
- Basic idea
- A tree node represents several different game states
- But these game states are identical from a player's view
- Variants
- SO-ISMCTS
- SO-ISMCTS + POM
- MO-ISMCTS
- Problems
- Each tree node contains several different game states
- These game states should share the same type of available actions
- Discussion 1
- Question: Need to define those actions carefully?
- Actions like 'play the 3rd hand card' might NOT BE GOOD?
- Since the 3rd hand card is different across those different game states
- Actions like 'play the card with id ID_xxx' might be better
- Actions like 'play the 3rd hand card' might NOT BE GOOD?
- Answer: Not necessary
- Those different game states are identical from the player's view
- The 3rd hand card is SURELY the same across these game states
- Question: Need to define those actions carefully?
- Discussion 2
- Question: So we don't need to define those actions carefully?
- Actions like 'play the 3rd hand card' is good?
- Actions will be projected on another player's tree
- Answer: Special treatment for the projected action
- In ideal, another player knows the:
- The card id is being played
- The target
- The choose one phase
- But, is this really necessary?
- If a player goes to toilet during another player's turn
- Does it harm for the player's playing strength?
- If not, we can just apply a meta-action to another player's tree
- It finds the tree node with compatible game state
- and step on it
- If a player goes to toilet during another player's turn
- We have transposition table for each turn.
- Use that to find the correct tree node, and step on it.
- In ideal, another player knows the:
- Question: So we don't need to define those actions carefully?