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研究生: 饒鏞
Jao, Yung
論文名稱: MuZero 演算法結合連續獲勝走步改良外圍開局 五子棋程式
Combining MuZero Algorithm with Consecutive Winning Moves to Improve the Outer-Open Gomoku Program
指導教授: 林順喜
Lin, Shun-Shii
口試委員: 許舜欽
Hsu, Shun-Chin
吳毅成
Wu, I-Chen
顏士淨
Yen, Shi-Jim
陳志昌
Chen, Jr-Chang
張紘睿
Chang, Hung-Jui
林順喜
Lin, Shun-Shii
口試日期: 2022/08/03
學位類別: 碩士
Master
系所名稱: 資訊工程學系
Department of Computer Science and Information Engineering
論文出版年: 2022
畢業學年度: 110
語文別: 中文
論文頁數: 47
中文關鍵詞: MuZero神經網路迫著搜索連續獲勝走步
英文關鍵詞: MuZero, Neural Network, Threats-Space Search, Consecutive Winning Moves
研究方法: 實驗設計法比較研究
DOI URL: http://doi.org/10.6345/NTNU202201075
論文種類: 學術論文
相關次數: 點閱:143下載:37
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  • 2019年,DeepMind所開發的MuZero演算法使用「零知識」學習,將人工智慧帶往更加通用的研究領域。由於以此演算法所開發的Muzero-general原始版本外五棋程式,其模型訓練時只估計遊戲的結束狀態,增添了許多訓練時的不確定性,於是本研究嘗試以連續獲勝走步改良此外五棋程式。
    迫著走步是外五棋遊戲當中非常重要的獲勝手段,連續獲勝走步則是在正確使用迫著走步後,所得出的獲勝走步。本研究透過連續獲勝走步原則,進一步以對局過程中是否有提供以迫著搜索得出之連續獲勝走步,以及不同的迫著搜索設計結合不同情況的連續獲勝走步獎勵,設計了三種不同的改良方法。
    實驗結果表明,在相同的訓練時間下,三種方法均成功對原始版本進行改良,其中採用加入主動進攻走步之迫著搜索設計為棋力最強的方法。

    關鍵詞 : MuZero、神經網路、迫著搜索、連續獲勝走步

    In 2019, the MuZero algorithm developed by DeepMind used "no knowledge" learning to bring artificial intelligence to a more general research field. Since the original version of Muzero-general developed by this algorithm only estimates the ending state of the game during training, it adds a lot of uncertainty during training, so this study attempts to improve the Outer-Open Gomoku program with consecutive winning moves.
    Using threat moves is a very important way to win in the game of Outer-Open Gomoku, and the consecutive winning moves are the winning moves obtained from the correct use of the threat moves. Through combining MuZero Algorithm with consecutive winning moves , this study further designs three different methods.
    The experimental results show that, under the same training time, the three methods have all successfully improved the original version. Among them, the second one that the threat moves include the active offensive moves is the most powerful method.

    Keywords: MuZero, Neural Network, Threats-Space Search, Consecutive Winning Moves

    第一章 緒論 1 1.1. 研究背景 1 1.2. 研究目的 4 1.3. 研究意義 5 第二章 文獻探討 6 2.1. MuZero 6 2.2. 五子棋 8 2.3. 迫著搜尋 10 2.4. 相關程式介紹 13 第三章 方法與步驟 15 3.1. Muzero-general 16 3.2. 方法一:關鍵雙迫著獎勵法 19 3.3. 方法二:結合雙迫著於蒙地卡羅樹搜索法 23 3.4. 方法三:連續迫著獎勵法 27 第四章 實驗與結果 32 4.1. 方法一:關鍵雙迫著獎勵法實驗結果 33 4.2. 方法二:結合雙迫著於蒙地卡羅樹搜索法實驗結果 34 4.3. 方法三:連續迫著獎勵法實驗結果 35 4.4. 方法二及方法三對上弈心實驗結果 40 第五章 結論與未來工作 43 參考文獻 45

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