Playing Board Games with the Predict Results of Beam Search Algorithm
Sergey Pastukhov

TL;DR
This paper presents PROBS, a novel beam search-based algorithm for two-player deterministic board games, which outperforms baselines and operates efficiently with smaller beam sizes compared to traditional MCTS methods.
Contribution
The paper introduces PROBS, a new beam search-based algorithm for game decision-making, offering a simpler alternative to MCTS with competitive performance.
Findings
PROBS outperforms baseline opponents in various board games.
The algorithm remains effective with smaller beam sizes.
PROBS demonstrates increased winning ratios across tested games.
Abstract
This paper introduces a novel algorithm for two-player deterministic games with perfect information, which we call PROBS (Predict Results of Beam Search). Unlike existing methods that predominantly rely on Monte Carlo Tree Search (MCTS) for decision processes, our approach leverages a simpler beam search algorithm. We evaluate the performance of our algorithm across a selection of board games, where it consistently demonstrates an increased winning ratio against baseline opponents. A key result of this study is that the PROBS algorithm operates effectively, even when the beam search size is considerably smaller than the average number of turns in the game.
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Taxonomy
TopicsEducational Games and Gamification · Artificial Intelligence in Games
