Abstract
dc:description.abstractOne of the challenges of General Game Playing (GGP) is to effectively solve puzzles. Solving puzzles is more similar to planning algorithms than the search methods used for two- or multi-player games. General problem solving has been a topic addressed by the planning community for years. In this thesis we adapt heuristic search methods for automated planning to use in solving single-agent GGP puzzles. One of the main differences between planning and GGP is the real-time nature of GGP competitions. The backbone of our puzzle solver is a realtime variant of the classical A* search algorithm we call Time-Bounded and Injection-based A* (TBIA*). The TBIA* is a complete algorithm which always maintains a best known path to follow and updates this path with new and better paths as they are discovered. The heuristic TBIA* uses is constructed automatically for each puzzle being solved, and is based on techniques used in the Heuristic Search Planner system. It is composed of two parts: the first is a distance estimate derived from solving a relaxed problem and the second is a penalty for every unachieved sub-goal. The heuristic is inadmissible when the penalty is added but typically more informative. We also present a caching mechanism to enhance the heuristic performance and a self regulating method we call adaptive k that balances cache useage. We show that our method both adds to the flora of GGP puzzles solvable under real-time settings and outperforms existing simulation-based solution methods on a number of puzzles.
Author and committee
dc:creator, dc:contributor.*- Author dc:creator
-
- Gylfi Þór Guðmundsson 1977-
- Contributors dc:contributor
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- Háskólinn í Reykjavík
Subjects
dc:subject × 7Rights
- Language dc:language.iso
- en
Identifiers
dc:identifier.*- Handle dc:identifier.uri
- http://hdl.handle.net/1946/7422
- OAI identifier oai:identifier
- oai:skemman.is:1946/7422