Neural Network-based Information Set Weighting for Playing Reconnaissance Blind Chess

Fuente: arXiv
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Autori principali: Bertram, Timo, Fürnkranz, Johannes, Müller, Martin
Natura: Preprint
Pubblicazione: 2024
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author Bertram, Timo
Fürnkranz, Johannes
Müller, Martin
author_facet Bertram, Timo
Fürnkranz, Johannes
Müller, Martin
contents In imperfect information games, the game state is generally not fully observable to players. Therefore, good gameplay requires policies that deal with the different information that is hidden from each player. To combat this, effective algorithms often reason about information sets; the sets of all possible game states that are consistent with a player's observations. While there is no way to distinguish between the states within an information set, this property does not imply that all states are equally likely to occur in play. We extend previous research on assigning weights to the states in an information set in order to facilitate better gameplay in the imperfect information game of Reconnaissance Blind Chess. For this, we train two different neural networks which estimate the likelihood of each state in an information set from historical game data. Experimentally, we find that a Siamese neural network is able to achieve higher accuracy and is more efficient than a classical convolutional neural network for the given domain. Finally, we evaluate an RBC-playing agent that is based on the generated weightings and compare different parameter settings that influence how strongly it should rely on them. The resulting best player is ranked 5th on the public leaderboard.
format Preprint
id arxiv_https___arxiv_org_abs_2407_05864
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Neural Network-based Information Set Weighting for Playing Reconnaissance Blind Chess
Bertram, Timo
Fürnkranz, Johannes
Müller, Martin
Artificial Intelligence
Machine Learning
In imperfect information games, the game state is generally not fully observable to players. Therefore, good gameplay requires policies that deal with the different information that is hidden from each player. To combat this, effective algorithms often reason about information sets; the sets of all possible game states that are consistent with a player's observations. While there is no way to distinguish between the states within an information set, this property does not imply that all states are equally likely to occur in play. We extend previous research on assigning weights to the states in an information set in order to facilitate better gameplay in the imperfect information game of Reconnaissance Blind Chess. For this, we train two different neural networks which estimate the likelihood of each state in an information set from historical game data. Experimentally, we find that a Siamese neural network is able to achieve higher accuracy and is more efficient than a classical convolutional neural network for the given domain. Finally, we evaluate an RBC-playing agent that is based on the generated weightings and compare different parameter settings that influence how strongly it should rely on them. The resulting best player is ranked 5th on the public leaderboard.
title Neural Network-based Information Set Weighting for Playing Reconnaissance Blind Chess
topic Artificial Intelligence
Machine Learning
url https://arxiv.org/abs/2407.05864