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Statistical Forward Planning Algorithms

Description

Statistical Forward Planning (SFP) is a group of robust and general AI techniques that use a simulation model to adaptively search for effective sequences of actions in various games and other problems characterised as Markov Decision Processes or Extensive Form Games (and their partially observable versions, POMDPs and Factored Observation Stochastic Games).

SFP methods can operate without the need for prior training and can handle complex and dynamic environments. This tutorial will provide a tour of SFP from basics to finer points, complete with pointers to Python code (e.g. in OpenSpiel and other repositories). We will cover a number of powerful SFP algorithms including Monte Carlo Tree Search (MCTS), Rolling Horizon Evolutionary Algorithm (RHEA) and Monte Carlo Graph Search (MCGS), as well as handling partial observability with Information Set MCTS. We’ll also cover:

the relationship between SFP algorithms and Counterfactual Regret Minimisation (CFR)
incorporating policy and value functions (similar to AlphaZero)
efficient exploration functions for flat reward landscapes
handling combinatorial action spaces

Demonstrations will show these algorithms can play a variety of video games surprisingly well and provide insights into their working principles and behaviours. The tutorial will be suitable for those with no experience of SFP, but we also expect MCTS veterans to gain some fresh insights. We will conclude with a discussion of some of the most exciting challenges in the area.


Organizers

Simon Lucas

Simon is a full professor of AI in the School of Electronic Engineering and Computer Science at Queen Mary University of London where he leads the Game AI Research Group. He was previously Head of School of EECS at QMUL. He recently spent two years as a research scientist / software engineer in the Simulation-Based Testing team at Meta, applying simulation-based AI to automated testing.


Simon was the founding Editor-in-Chief of the IEEE Transactions on Games and co-founded the IEEE Conference on Games, was VP-Education for the IEEE Computational Intelligence Society and has served in many conference chair roles. His research is focused on simulation-based AI (e.g. Monte Carlo Graph Search, Rolling Horizon Evolution) and sample efficient optimisation.