References of "Lupien St-Pierre, David"
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See detailA Learning Procedure for Sampling Semantically Different Valid Expressions
Lupien St-Pierre, David ULg; Maes, Francis; Ernst, Damien ULg et al

E-print/Working paper (2013)

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See detailComparison of Different Selection Strategies in Monte-Carlo Tree Search for the Game of Tron
Perrick, Pierre; Lupien St-Pierre, David ULg; Maes, Francis ULg et al

in IEEE Conference on Computational and Intelligence in Games 2012 (2012)

Monte-Carlo Tree Search (MCTS) techniques are essentially known for their performance on turn-based games, such as Go, for which players have considerable time for choosing their moves. In this paper, we ... [more ▼]

Monte-Carlo Tree Search (MCTS) techniques are essentially known for their performance on turn-based games, such as Go, for which players have considerable time for choosing their moves. In this paper, we apply MCTS to the game of Tron, a simultaneous real-time two-player game. The fact that players have to react fast and that moves occur simultaneously creates an unusual setting for MCTS, in which classical selection policies such as UCB1 may be suboptimal. In this paper, we perform an empirical comparison of a wide range of selection policies for MCTS applied to Tron, with both deterministic policies (UCB1, UCB1-Tuned, UCB-V, UCBMinimal, OMC-Deterministic, MOSS) and stochastic policies (Epsilon-greedy, EXP3, Thompson Sampling, OMC-Stochastic, PBBM). From the experiments, we observe that UCB1-Tuned has the best behavior shortly followed by UCB1. Even if UCB-Minimal is ranked fourth, this is a remarkable result for this recently introduced selection policy found through automatic discovery of good policies on generic multi-armed bandit problems. We also show that deterministic policies perform better than stochastic ones for this problem. [less ▲]

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See detailOnline Sparse Bandit for Card Games
Lupien St-Pierre, David ULg; Louveaux, Quentin ULg; Teytaud, Olivier

in Advance in Computer Games (2011)

Finding an approximation of a Nash equilibria in matrix games is an important topic that reaches beyond the strict application to matrix games. A bandit algorithm commonly used to approximate a Nash ... [more ▼]

Finding an approximation of a Nash equilibria in matrix games is an important topic that reaches beyond the strict application to matrix games. A bandit algorithm commonly used to approximate a Nash equilibrium is EXP3. However, the solution to many problems is often sparse, yet EXP3 inherently fails to exploit this property. To the knowledge of the authors, there exist only an offline truncation to tackle such issue. In this paper, we propose a variation of EXP3 to exploit the fact that solution is sparse by dynamically removing arms; the resulting algorithm empirically performs better than previous versions. We apply the resulting algorithm to a MCTS program for the Urban Rivals card game. [less ▲]

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See detailA Selective Move Generator for the Game Axis and Allies
Lupien St-Pierre, David ULg; Winands, M.H.M.; Watt, D.A.

in Computational Intelligence and Games (2010)

We consider the move generation in a modern board game where the set of all the possible moves is too large to be generated. The idea is to provide a set of simple abstract tactics that would allow enough ... [more ▼]

We consider the move generation in a modern board game where the set of all the possible moves is too large to be generated. The idea is to provide a set of simple abstract tactics that would allow enough combinations to provide strong opposition. The reduced search space is then traversed using the alpha beta search. We also propose a technique that allows us to remove the stochasticity from the search space. The model was tested in a game called Axis and Allies: a modern, turn-based, perfect information, non-deterministic, strategy board game. We first show that a tree search technique based on a restrained set of moves can beat the actual scripted AI engine --- E.Z. Fodder. We can conclude from the experiments that searching deeper generates complex maneuvers which in turn significantly increase the likelihood of victory. [less ▲]

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