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MCTS

蒙特卡洛树搜索(Monte Carlo Tree Search)算法实现

本项目实现了基于蒙特卡洛树搜索算法的游戏AI。该算法可以用于各种棋类、扑克牌等游戏中。此处,我们以井字棋(Tic Tac Toe)为例进行演示。

算法原理

蒙特卡洛树搜索算法是一种搜索优化技术,它通过随机模拟来评估每个决策的价值,并逐步构建一棵搜索树。在搜索树上不断扩展和更新节点,从而找到最优解。

该算法主要由以下四个阶段组成:

  1. 选择(Selection):从根节点出发,依据一定规则选择一个子节点。
  2. 模拟(Simulation):对选定的子节点进行一次模拟。
  3. 扩展(Expansion):根据模拟结果,在搜索树上扩展新的节点。
  4. 回溯(Backpropagation):将模拟得到的信息从叶子节点传递回根节点,并更新搜索树。

项目结构

monte-carlo-tree-search/
├── mcts/
│   ├── board.go        # 游戏棋盘定义
│   ├── mcts.go         # MCTS算法实现
│   └── node.go         # 搜索树节点定义
├── main.go             # 主程序入口
└── README.md           # 项目说明文档

使用方法

  1. 克隆本仓库到本地。
  2. 在终端进入项目根目录,运行go run main.go命令启动程序。
  3. 根据提示输入游戏信息(如棋盘大小、胜利条件等)。
  4. 开始游戏并与AI对弈。

参考资料

  • Browne, C. B., Powley, E., Whitehouse, D., Lucas, S. M., Cowling, P. I., & Rohlfshagen, P. (2012). A survey of Monte Carlo tree search methods. IEEE Transactions on Computational Intelligence and AI in games, 4(1), 1-43.
  • Kocsis, L., & Szepesvári, C. (2006). Bandit based Monte-Carlo planning. European conference on machine learning, Springer, Berlin, Heidelberg, 282-293.

版权信息

本项目基于 MIT 协议开源。

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