Edit: Uploded the full source code if you want to see if you can get the AI to perform better: https://www.dropbox.com/s/ous72hidygbnqv6/MCTS_TTT.rar
Edit: The search space is searched and moves resulting in losses are found. But moves resulting in losses are not visited very often due to the UCT algorithm.
To learn about MCTS (Monte Carlo Tree Search) I've used the algorithm to make an AI for the classic game of tic-tac-toe. I have implemented the algorithm using the following design:
The tree policy is based on UCT and the default policy is to perform random moves until the game ends. What I have observed with my implementation is that the computer sometimes makes errorneous moves because it fails to "see" that a particular move will result in a loss directly.
For instance: Notice how the action 6 (red square) is valued slightly higher than the blue square and therefore the computer marks this spot. I think this is because the game policy is based on random moves and therefore a good chance exist that the human will not put a "2" in the blue box. And if the player does not put a 2 in the blue box, the computer is gaurenteed a win.
My Questions
1) Is this a known issue with MCTS or is it a result of a failed implementation?
2) What could be possible solutions? I'm thinking about confining the moves in the selection phase but I'm not sure :-)
The code for the core MCTS:
//THE EXECUTING FUNCTION
public unsafe byte GetBestMove(Game game, int player, TreeView tv)
{
//Setup root and initial variables
Node root = new Node(null, 0, Opponent(player));
int startPlayer = player;
helper.CopyBytes(root.state, game.board);
//four phases: descent, roll-out, update and growth done iteratively X times
//-----------------------------------------------------------------------------------------------------
for (int iteration = 0; iteration < 1000; iteration++)
{
Node current = Selection(root, game);
int value = Rollout(current, game, startPlayer);
Update(current, value);
}
//Restore game state and return move with highest value
helper.CopyBytes(game.board, root.state);
//Draw tree
DrawTree(tv, root);
//return root.children.Aggregate((i1, i2) => i1.visits > i2.visits ? i1 : i2).action;
return BestChildUCB(root, 0).action;
}
//#1. Select a node if 1: we have more valid feasible moves or 2: it is terminal
public Node Selection(Node current, Game game)
{
while (!game.IsTerminal(current.state))
{
List<byte> validMoves = game.GetValidMoves(current.state);
if (validMoves.Count > current.children.Count)
return Expand(current, game);
else
current = BestChildUCB(current, 1.44);
}
return current;
}
//#1. Helper
public Node BestChildUCB(Node current, double C)
{
Node bestChild = null;
double best = double.NegativeInfinity;
foreach (Node child in current.children)
{
double UCB1 = ((double)child.value / (double)child.visits) + C * Math.Sqrt((2.0 * Math.Log((double)current.visits)) / (double)child.visits);
if (UCB1 > best)
{
bestChild = child;
best = UCB1;
}
}
return bestChild;
}
//#2. Expand a node by creating a new move and returning the node
public Node Expand(Node current, Game game)
{
//Copy current state to the game
helper.CopyBytes(game.board, current.state);
List<byte> validMoves = game.GetValidMoves(current.state);
for (int i = 0; i < validMoves.Count; i++)
{
//We already have evaluated this move
if (current.children.Exists(a => a.action == validMoves[i]))
continue;
int playerActing = Opponent(current.PlayerTookAction);
Node node = new Node(current, validMoves[i], playerActing);
current.children.Add(node);
//Do the move in the game and save it to the child node
game.Mark(playerActing, validMoves[i]);
helper.CopyBytes(node.state, game.board);
//Return to the previous game state
helper.CopyBytes(game.board, current.state);
return node;
}
throw new Exception("Error");
}
//#3. Roll-out. Simulate a game with a given policy and return the value
public int Rollout(Node current, Game game, int startPlayer)
{
Random r = new Random(1337);
helper.CopyBytes(game.board, current.state);
int player = Opponent(current.PlayerTookAction);
//Do the policy until a winner is found for the first (change?) node added
while (game.GetWinner() == 0)
{
//Random
List<byte> moves = game.GetValidMoves();
byte move = moves[r.Next(0, moves.Count)];
game.Mark(player, move);
player = Opponent(player);
}
if (game.GetWinner() == startPlayer)
return 1;
return 0;
}
//#4. Update
public unsafe void Update(Node current, int value)
{
do
{
current.visits++;
current.value += value;
current = current.parent;
}
while (current != null);
}
Game trees In the game tree, the nodes are arranged in levels that correspond to each player's turns in the game so that the “root” node of the tree (usually depicted at the top of the diagram) is the beginning position in the game. In tic-tac-toe, this would be the empty grid with no Xs or Os played yet.
What is Monte Carlo Tree Search ? MCTS is an algorithm that figures out the best move out of a set of moves by Selecting → Expanding → Simulating → Updating the nodes in tree to find the final solution. This method is repeated until it reaches the solution and learns the policy of the game.
I think your answer shouldn't be marked as accepted. For Tic-Tac-Toe the search space is relatively small and optimal action should be found within a reasonable number of iterations.
It looks like your update function (backpropagation) adds the same amount of reward to nodes at different tree levels. This is not correct, since states current players are different at different tree levels.
I suggest you take a look at backpropagation in the UCT method from this example: http://mcts.ai/code/python.html
You should update node's total reward based on the reward calculated by previous player at specific level (node.playerJustMoved in the example).
Ok, I solved the problem by adding the code:
//If this move is terminal and the opponent wins, this means we have
//previously made a move where the opponent can always find a move to win.. not good
if (game.GetWinner() == Opponent(startPlayer))
{
current.parent.value = int.MinValue;
return 0;
}
I think the problem was that the search space was too small. This ensures that even if selection does select a move that is actually terminal, this move is never chosen and resource are used to explore other moves instead :).
Now the AI vs AI always plays tie and the Ai is impossible to beat as human :-)
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