Deep Synoptic Monte-Carlo Planning in Reconnaissance Blind Chess
Gregory Clark
摘要
This paper introduces deep synoptic Monte Carlo planning (DSMCP) for large imperfect information games. The algorithm constructs a belief state with an unweighted particle filter and plans via playouts that start at samples drawn from the belief state. The algorithm accounts for uncertainty by performing inference on "synopses," a novel stochastic abstraction of information states. DSMCP is the basis of the program Penumbra, which won the official 2020 reconnaissance blind chess competition versus 33 other programs. This paper also evaluates algorithm variants that incorporate caution, paranoia, and a novel bandit algorithm. Furthermore, it audits the synopsis features used in Penumbra with per-bit saliency statistics. Recent advancements in imperfect information games are also remarkable. Several programs have reached superhuman performance in Poker [
问问这篇 Paper
智能体会读完全文。
Lune 把这篇 Paper 索引到了每一个公式,引用它的顶会 Paper 也一样。你提问,回答直接引用原文。
它引用的顶会 Paper2
相关 Paper
- General search techniques without common knowledge for imperfect-information games, and application to superhuman Fog of War chessBrian Zhang, Tuomas SandholmICLR 2026 · 被引用 13 次
- Code World Models for General Game PlayingWolfgang Lehrach, Daniel Hennes, Miguel Lazaro-Gredilla, Xinghua Lou 等ICLR 2026 · 被引用 27 次
- The Update-Equivalence Framework for Decision-Time PlanningSamuel Sokota, Gabriele Farina, David J. Wu, Hengyuan Hu 等ICLR 2024 · 被引用 5 次
- Implicit Search via Discrete Diffusion: A Study on ChessJiacheng Ye, Zhenyu Wu, Jiahui Gao, Zhiyong Wu 等ICLR 2025
- Subgame solving without common knowledgeBrian Hu Zhang, Tuomas SandholmNeurIPS 2021 · 被引用 21 次
