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Abstract
In this paper, we implement a version of
depth-limited Monte Carlo tree search to play
the board game Monopoly. We bootstrap an
existing set of human-implemented rule-based AI
algorithms by simulating a series of turns into
the future using each AIs policy, from there an
evaluation function is used to compute which AI
puts the agent in best position. Ultimately, this
resulted in an AI that performs 40% better than
any of the AIs whose policies it uses.
Introduction
2.2
Literature Review
2.3
Infrastructure
2.5
2.4
Algorithm
Evaluation Function
2. Property Ratio - Ratio of properties owned by hyperparameters that needed to be determined. Ideally
player to total buyable properties
these could be tuned to identify the parameters most likely
to produce victories. However, resource constraints were
3. Blocker - Number of property sets that a player is a major constraint, so information on the time complexity
preventing another player from owning. To see the was first collected to determine feasible values.
relevance to this consider when another player has
2 out of 3 properties in a set, that final property is
valuable to that player and subsequently to all other
players.
4. Houses - Number of houses owned by player
5. Hotels - Number of hotels owned by player
6. Cash - Total amount of cash a player possesses
The property ratio and cash features were normalized
by running a number of simulations to derive mean
and standard deviation and then using these values
to transform the features. Approximate weights were
determined by the authors for three game periods, divided
by the percentage of total properties owned into early
(<50%), mid (50% and <100%) and late (100%).
Feature
Sets
Prop. Rat.
Blocker
Houses
Hotels
Cash
Early
3
6
3
2
1
2
Mid
6
3
6
4
2
3
Late
1
1
4
4
6
5
2.6
Results
3.1
3.2.2
Playing Technique
Contributing AI Performance
Wins
Probability
Bretts AI
60
0.12
Buffy
31
0.06
Willow
62
0.12
Cordie
24
0.05
Xander
48
0.10
3.2
3.2.1
Wins
Discussion
Future Work
References
[1] C. Browne, E. Powley, and D. Whitehouse. A survey of monte carlo tree search methods. IEEE Transactions on
Computational Intelligence and AI in Games, 4(1), 2012.
[2] H. Baier and M. Winands. Monte-carlo tree search and minimax hybrids. Computer Games, 2014.
[3] T. Dietterich. Ensemble methods in machine learning. Multiple classifier systems, 2000.