(Created page with "As of January 2024 ProB has a built-in algorithm for Monte Carlo Tree Search (MCTS). This can for example be used to perform game playing. In order to make use of MCTS one needs to provide information about the game state of a model by providing DEFINITIONS for: * GAME_OVER: must be TRUE when the game is finished; for a deadlock the game is also considered over (and by default drawn) * GAME_VALUE: must evaluate to a number if GAME_OVER is true. 0 is considered a draw, a...") |
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MCTS tree can be visualised graphically. | |||
MCTS commands are available by right-clicking in Tk operations view. | |||
MCTS_AUTO_PLAY and RANDOM_ANIMATE are available as special event names for VisB. |
As of January 2024 ProB has a built-in algorithm for Monte Carlo Tree Search (MCTS). This can for example be used to perform game playing.
In order to make use of MCTS one needs to provide information about the game state of a model by providing DEFINITIONS for:
The following definitions are optional and influence the MCTS algorithm:
A simple example is the Nim game of sticks:
MACHINE Nim_MCTS CONSTANTS Players, other PROPERTIES Players = {"min","max"} & other = {"min"|->"max", "max"|->"min"} DEFINITIONS GAME_OVER == bool(sticks < 1); GAME_VALUE == {"max"|->1, "min"|->-1}(player); GAME_PLAYER == player; GAME_MCTS_RUNS == 100 VARIABLES sticks, player INVARIANT sticks:NATURAL & player:Players INITIALISATION sticks := 5 || player := "max" OPERATIONS Take1 = SELECT sticks>=1 THEN sticks := sticks-1 || player := other(player) END; Take2 = SELECT sticks>=2 THEN sticks := sticks-2 || player := other(player) END END
MCTS tree can be visualised graphically.
MCTS commands are available by right-clicking in Tk operations view. MCTS_AUTO_PLAY and RANDOM_ANIMATE are available as special event names for VisB.