Design and Modelling of Hanabi-Playing Agents using Artificial Intelligence

Authors

  • Shweta Pramodrao Sontakke  P. G. Student, Department of Computer Engineering, Bapurao Deshmukh College of Engineering, Sevagram Wardha, India
  • Dr. A. N. Thakare  Assistant Professor, Department of Computer Engineering, Department of Computer Engineering Bapurao Deshmukh College of Engineering, Sevagram, Wardha, India

Keywords:

Set-Monte Carlo Tree Search, Hanabi-Playing Agents, Artificial Intelligence

Abstract

In order to affect your own activities, agent modelling entails thinking about how other agents will behave. In this work, we look at how agent modelling is used in the collaborative card game Hanabi, which is based on concealed information. In addition to an Information Set-Monte Carlo Tree Search (IS-MCTS) agent, we implement a variety of rule-based agents from the literature as well as our own inventions. We see that IS-MCTS produces poor results, so we create a new predictor version that incorporates a model of the agents with whom it is matched. This agent outperforms IS-MCTS in terms of game-playing strength, owing to its consideration of what the other agents in the game would do. We also develop a faulty rule-based agent to demonstrate the predictor's capability with such an agent.

References

  1. P. R. Williams, D. Perez-Liebana, and S. M. Lucas, “Cooperative games with partial observability.”
  2. J.-F. Baffier, M.-K. Chiu, Y. Diez, M. Korman, V. Mitsou, A. van Renssen, M. Roeloffzen, and Y. Uno, “Hanabi is np-complete, even for cheaters who look at their cards,” arXiv preprint arXiv:1603.01911, 2016.
  3. C. Baral, G. Gelfond, T. C. Son, and E. Pontelli, “Using answer set programming to model multi-agent scenarios involving agents’ knowledge about other’s knowledge,” in Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems: Volume 1 - Volume 1, ser. AAMAS ’10. Richland, SC: International Foundation for Autonomous Agents and Multiagent Systems, 2010, pp. 259–266. [Online]. Available: http://dl.acm.org/ citation.cfm?id=1838206.1838243
  4. Torreno, E. Onaindia, and O. Sapena, “Fmap: a heuristic approach to cooperative multi-agent planning,” in Proc. of DMAP Workshop of ICAPS, vol. 13, 2013, pp. 84–92.
  5. Geib, B. Craenen, and R. P. A. Petrick, “Generating collaborative behaviour through plan recognition and planning.” [Online]. Available: http://icaps16.icaps-conference.org/proceedings/dmap16.pdf#page=101
  6. L. Panait and S. Luke, “Cooperative multi-agent learning: The state of the art,” Autonomous Agents and Multi-Agent Systems, vol. 11, no. 3, pp. 387–434, 2005. [Online]. Available: http://dx.doi.org/10.1007/s10458-005-2631-2
  7. S. Barrett, P. Stone, and S. Kraus, “Empirical evaluation of ad hoc teamwork in the pursuit domain,” in The 10th International Conference on Autonomous Agents and Multiagent Systems-Volume 2. International Foundation for Autonomous Agents and Multiagent Systems, 2011, pp. 567–574.
  8. H. De Weerd, R. Verbrugge, and B. Verheij, “How much does it help to know what she knows you know? an agent-based simulation study,” Artificial Intelligence, vol. 199, pp. 67–92, 2013.
  9. C. B. Browne, E. Powley, D. Whitehouse, S. M. Lucas, P. Cowling,
  10. P. Rohlfshagen, S. Tavener, D. Perez, S. Samothrakis, S. Colton et al., “A Survey of Monte Carlo Tree Search Methods,” Computational Intelligence and AI in Games, IEEE Transactions on, vol. 4, no. 1, pp. 1–43, 2012.
  11. G. M. J. Chaslot, M. H. Winands, H. J. V. D. HERIK, J. W. Uiterwijk, and B. Bouzy, “Progressive strategies for monte-carlo tree search,” New Mathematics and Natural Computation, vol. 4, no. 03, pp. 343–357, 2008.
  12. P. R. Williams, J. Walton-Rivers, D. Perez-Liebana, and S. M. Lucas, “Monte Carlo Tree Search Applied to Co-operative Problems,” in CEEC2015 - IEEE Conference on Computer Science and Electronic Engineering, ser. IEEE CEEC. IEEE Computer Society, September 2015, pp. 219–224.
  13. J. Walton-Rivers, “Controlling co-incidental non-player characters.”
  14. J. Rubin and I. Watson, “Computer poker: A review,” Artificial Intelli- gence, vol. 175, no. 5, pp. 958–987, 2011.
  15. D. Whitehouse, E. J. Powley, and P. I. Cowling, “Determinization and information set monte carlo tree search for the card game dou di zhu,” in 2011 IEEE Conference on Computational Intelligence and Games (CIG’11). IEEE, 2011, pp. 87–94.
  16. H. Osawa, “Solving hanabi: Estimating hands by opponent’s actions in cooperative game with incomplete information,” in Workshops at the Twenty-Ninth AAAI Conference on Artificial Intelligence, 2015.
  17. C. Cox, J. De Silva, P. Deorsey, F. H. Kenter, T. Retter, and J. Tobin, “How to make the perfect fireworks display: Two strategies for hanabi,” Mathematics Magazine, vol. 88, no. 5, pp. 323–336, 2015.
  18. M. Van Den Bergh, F. S. MI, and W. Kosters, “Hanabi, a co-operative game of fireworks,” 2015.
  19. M. J. van den Bergh, W. A. Kosters, and F. M. Spieksma, “Aspects of the cooperative card game hanabi.”
  20. P. I. Cowling, E. J. Powley, and D. Whitehouse, “Information set monte carlo tree search,” IEEE Transactions on Computational Intelligence and AI in Games, vol. 4, no. 2, pp. 120–143, 2012.

Downloads

Published

2021-04-10

Issue

Section

Research Articles

How to Cite

[1]
Shweta Pramodrao Sontakke, Dr. A. N. Thakare, " Design and Modelling of Hanabi-Playing Agents using Artificial Intelligence, International Journal of Scientific Research in Science and Technology(IJSRST), Online ISSN : 2395-602X, Print ISSN : 2395-6011, Volume 9, Issue 1, pp.1364-1373, March-April-2021.