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U informatici derevo poshuku Monte Karlo angl Monte Carlo tree search DPMK ce evristichnij algoritm poshuku yakij mozhna vikoristati dlya deyakih vidiv procesiv uhvalennya rishen a osoblivo dlya tih yaki vikoristovuyutsya v programnomu zabezpechenni yake graye v nastilni igri z doshkoyu U comu konteksti DPMK vikoristovuyetsya dlya pobudovi dereva gri Derevo poshuku Monte KarloKlas Algoritm poshukuU 2016 roci DPMK ta nejronna merezha buli ob yednanni dlya gri v Go 1 Takozh cej algoritm vikoristovuvali v inshih nastilnih igrah takih yak shahi ta sogi igrah z nepovnoyu informaciyeyu takih yak bridzh 2 i poker 3 a takozh u pokrokovih strategichnih videoigrah napriklad Total War Rome II v kompaniyi zi shtuchnim intelektom visokoyi skladnosti 4 DPMK takozh vikoristovuvavsya v avtomobilyah z avtopilotom Jogo napriklad vikoristali v programnomu zabezpechenni Tesla Autopilot 5 Zmist 1 Istoriya 1 1 Metod Monte Karlo 1 2 Derevo poshuku Monte Karlo 2 Princip diyi 3 Chistij igrovij poshuk Monte Karlo 4 Rozvidka ta ekspluataciya 5 Perevagi ta nedoliki 6 Pokrashennya 7 Div takozh 8 Primitki 9 Bibliografiya 10 PosilannyaIstoriya red Metod Monte Karlo red Metod Monte Karlo bere svij pochatok z 1940 h rokiv Vin vikoristovuye vipadkovu vibirku dlya deterministichnih zadach yaki vazhko abo nemozhlivo virishiti za dopomogoyu inshih pidhodiv U svoyij doktorskij disertaciyi 1987 roku Bryus Abramson ob yednav minimaksnij poshuk iz modellyu ochikuvanogo rezultatu yaka vikoristovuye vipadkovij vibir diyi u gri do kincya zamist ocinyuvalnoyi funkciyi yaku vikoristovuyut zazvichaj Abramson skazav sho model ochikuvanogo rezultatu viyavilas tochnoyu legko peredbachuvalnoyu takoyu sho mozhlivo efektivno obchisliti ta mozhna legko vikoristati nezalezhnoyu vid sferi zavdannya 6 Vin bagato eksperimentuvav z hrestikami nolikami a potim z ocinyuvalnimi funkciyami yaki bulo zgenerovano mashinoyu dlya reversi ta shahiv Potim takij metod bulo doslidzheno ta uspishno zastosovano V Ertelom Dzh Shumanom ta K Zutnerom u 1989 roci dlya evristichnogo poshuku v oblasti avtomatizovanogo dovedennya teorem 7 8 9 takim chinom zmenshuyuchi chas vikonannya z eksponencialnogo neinformovanih algoritmiv poshuku takih yak poshuk u shirinu poshuk u glibinu abo z poshuk v glibinu z iterativnim zagliblennyam U 1992 roci B Bryugmann vpershe zastosuvav jogo dlya gri v Go 10 U 2002 roci Chang ta inshi 11 zaproponuvali ideyu rekursivnogo rozgortannya ta zvorotnogo vidstezhennya z adaptivnim viborom vibirki u svoyemu algoritmi adaptivnoyi bagatostupenevoyi vibirki angl Adaptive Multi stage Sampling AMS dlya modeli procesiv uhvalennya rishen Markova ABV buv pershim algoritmom yakij vikoristav ideyu rozvidki ta ekspluataciyi na osnovi UCB en dlya pobudovi derev vibirki modelyuvannya Monte Karlo i posluzhiv osnovoyu dlya verhnih derev doviri angl Upper Confidence Trees UCT 12 Derevo poshuku Monte Karlo red nbsp Rejting najkrashih program dlya gri v Go na serveri KGS z 2007 roku Z 2006 roku vsi najkrashi programi vikoristovuyut algoritm dereva poshuku Monte Karlo 13 U 2006 roci nathnennij poperednikami 14 Remi Kolum en opisav zastosuvannya metodu Monte Karlo dlya pobudovi dereva igor i pridumav nazvu Derevo Poshuku Monte Karlo 15 L Koksis ta Ks Shepeshvari rozrobili algoritm UCT Verhnih mezh doviri yaki zastosovuyutsya do derev 16 a S Gelli ta inshi vprovadili UCT u svoyu programu MoGo 17 U 2008 roci MoGo dosyagla rivnya dan majster u Go 9 9 18 i programa Fuego pochala peremagati u silnih gravciv amatoriv u Go 9 9 19 U sichni 2012 roku programa Dzen peremogla z rahunkom 3 1 u matchi Go na doshci 19 19 z gravcem amatorom z 2 danom en 20 Google Deepmind rozrobiv programu AlphaGo yaka v zhovtni 2015 roku stala pershoyu programoyu gri v Go yaka zmogla obigrati profesijnogo gravcya v Go bez fori en na povnorozmirnij doshci 19x19 1 21 22 U berezni 2016 roku AlphaGo otrimav pochesnij riven 9 danu majster u Go 19 19 za peremogu nad Li Sedolom u seriyi z p yatoh igor en z pidsumkovim rahunkom chotiri peremogi proti odniyeyi porazki 23 AlphaGo yavlyaye soboyu znachne pokrashennya v porivnyanni z poperednimi programami gri v Go Takozh vona znamenuvala novu vihu v mashinnomu navchanni oskilki vona vikoristovuye derevo poshuku Monte Karlo u poyednanni zi shtuchnoyu nejronnoyu merezheyu metod glibokogo navchannya dlya rozrobki strategiyi yakij ye efektivnim i znachno perevershuye poperedni programi 24 Algoritm DPMK takozh vikoristovuvali v programah yaki grali v inshi nastilni igri na specialnij doshci Geks 25 Gavanna en 26 Igri Amazonok en 27 i Arimaa en 28 videoigri v realnomu chasi napriklad Ms Pac Man 29 30 i Fable Legends en 31 a takozh nedeterminovani igri taki yak skat 32 poker 3 Magic The Gathering 33 abo Kolonizatori 34 Princip diyi red Osnovna ideya DPMK polyagaye v analizi najbilsh perspektivnih hodiv rozshirenni dereva poshuku na osnovi vipadkovoyi vibirki danih prostoru poshuku Zastosuvannya dereva poshuku Monte Karlo v igrah bazuyetsya na bagatoh vidtvorennyah yaki takozh nazivayutsya rozgortannyami U kozhnomu vidtvoreni gra rozgortayetsya do samogo kincya shlyahom viboru hodu vipadkovim chinom Kincevij rezultat gri kozhnogo rozigruvannya potim vikoristovuyetsya dlya pobudovi vagi vuzliv u derevi gri shob obirati vuzli yaki prizvedut do krashih rezultativ u majbutnih rozigruvannyah Najprostishij sposib vikoristannya rozigruvan ce zastosovuvati odnakovu kilkist rozigruvan pislya kozhnogo dozvolenogo hodu potochnogo gravcya a potim obrati hid yakij priviv do najbilshoyi kilkosti peremog 10 Efektivnist cogo metodu yakij nazivayetsya chistij igrovij poshuk Monte Karlo chasto zrostaye z chasom oskilki bulo provedeno bilshe rozigrashiv dlya hodiv yaki chastishe prizvodili do peremogi potochnogo gravcya u porivnyanni z poperednimi rozigruvannyami Kozhen raund pobudovi dereva poshuku Monte Karlo skladayetsya z chotiroh krokiv 35 Vibir Pochinayuchi z korenya dereva R obijti poslidovno dochirni vuzli poki ne bude dosyagnuto vuzol L R ce potochnij stan gri a list ce bud yakij vuzol u yakogo potencijno isnuye dochirnij element z yakogo she ne bulo inicijovano simulyaciyu vidtvorennya Rozdil nizhche rozpovidaye bilshe pro sposib zmishennya viboru dochirnih vuzliv sho dozvolyaye derevu gri rozshiryuvatisya same do najperspektivnishih hodiv sho i ye sutnistyu dereva poshuku Monte Karlo Rozshirennya Yaksho L zakinchuye gru napriklad peremoga progrash nichiya dlya bud yakogo gravcya stvorit odin abo bilshe dochirnih vuzliv i viberit vuzol C pomizh nih Dochirni vuzli ce bud yaki hodi v mezhah pravil z igrovoyi poziciyi L Simulyaciya zavershite odne vipadkove rozigruvannya z vuzla C Cej krok inodi takozh nazivayut vidtvorennyam abo rozgortannyam Dlya viboru rozigruvannya mozhna vikoristati prostij algoritm yak napriklad vibir rivnomirno vipadkovih hodiv do togo momentu yak partiya bude zakinchena napriklad u shahah partiya vigrana prograna chi nichiya Zvorotne poshirennya vikoristovujte rezultat simulyaciyi dlya onovlennya informaciyi u vuzlah mizh C ta R nbsp Krok u algoritmi dereva poshuku Monte Karlo Cej grafik pokazuye chastinu algoritmu viboru odnogo rishennya de kozhen vuzol pokazuye vidnoshennya vigrashiv do zagalnoyi kilkosti rozigrashiv z ciyeyi tochki v derevi gri dlya gravcya yakij predstavlyaye cej vuzol 36 Na diagrami toj yakij graye za chornih maye uhvaliti rishennya Sudyachi z korenevogo vuzla bili z ciyeyi poziciyi vigrali 11 z 21 igor Takozh vihodit sho chorni peremogli v 10 z 21 igor sho vihodit yaksho sklasti znachennya troh chornih vuzliv pid nim yaki predstavlyayut mozhlivi hodi chornih Yaksho bili prograyut simulyaciyu vsi vuzli na shlyahu viboru zbilshuyut svoyu kilkist simulyaciyi znamennik i tilki chorni vuzli zbilshuyut kilkist peremog peremogoyu chiselnik Yaksho peremozhut bili usi vuzli na shlyahu vse odno zbilshat kilkist simulyacij i tilki bilim zarahuyetsya peremoga U igrah de mozhliva nichiya vona prizvodit do zbilshennya chiselnika dlya oboh na 0 5 a znamennika na 1 Ce garantuye sho pid chas rozrahunku vibir kozhnogo gravcya rozshiryuyetsya do najperspektivnishih hodiv dlya togo shob maksimizuvati cinnist svogo hodu Poki ye chas vidvedenij na hid proces poshuku povtoryuyetsya Potim yak ostatochna vidpovid vibirayetsya hid iz najbilshoyu kilkistyu zroblenih simulyacij tobto najbilshim znamennikom Chistij igrovij poshuk Monte Karlo red Cyu bazovu proceduru mozhna zastosuvati do bud yakoyi gri z kincevoyu kilkistyu hodiv kincevoyi dovzhini Dlya kozhnoyi poziciyi viznachayutsya vsi mozhlivi hodi k vipadkovih igor rozigruyutsya do samogo kincya a rezultati zberigayutsya Obirayetsya hid yakij vede do najkrashogo rezultatu Zv yazki rozrivayutsya za dopomogoyu pidkidannya moneti Chistij igrovij poshuk Monte Karlo daye garni rezultati pri dekilkoh igrah z vipadkovimi elementami yak napriklad u gri EinStein wurfelt nicht en Vin shoditsya do optimalnoyi strategiyi yaksho k nablizhayetsya do neskinchennosti u nastilnih igrah iz vipadkovim poryadkom hodu napriklad u Geks 37 AlphaZero vid DeepMind zaminiv etap simulyaciyi na vikoristannya ocinki na osnovi nejronnoyi merezhi 2 Rozvidka ta ekspluataciya red Osnovna skladnist u vibori dochirnih vuzliv polyagaye v pidtrimci pevnogo balansu mizh ekspluataciyeyu glibokih variantiv pislya hodiv z visokim serednim vigrashem i rozvidkoyu hodiv z nevelikoyu kilkistyu simulyacij Pershu formulu dlya balansuvannya ekspluataciyi ta rozvidki v igrah yaka nazivayetsya UCT Upper Confidence Bound 1 yaku bulo zastosovano do derev bulo vivedeno Levente Kochisom i Chaba Shepeshvari 16 UCT bazuyetsya na formuli UCB1 vivedenoyi Auerom Cheza Bianki ta Fisherom 38 i na dokazi zbizhnosti algoritmu ABV angl Adaptive Multi stage Sampling yakij bulo vpershe zastosovano do bagatostupenevih modelej prijnyattya rishen zokrema Markovskij proces prijnyattya rishen Changom Fu Hu i Markusom 11 Kochis i Shepeshvari rekomenduvali obirati v kozhnomu vuzli dereva gri hid dlya yakogo viraz w i n i c ln N i n i displaystyle frac w i n i c sqrt frac ln N i n i nbsp nabuvaye najbilshogo znachennya U cij formuli wi oznachaye kilkist vigrashiv dlya vuzla pislya i go hodu ni oznachaye kilkist simulyacij dlya vuzla pislya i go peremishennya Ni oznachaye zagalnu kilkist simulyacij batkivskogo vuzla pislya i go peremishennya c parametr rozvidki teoretichno rivnij 2 na praktici zazvichaj vibirayetsya empirichnoLiva chastina formuli vishe vidpovidaye za ekspluataciyu vona maye velike znachennya dlya hodiv z visokim serednim koeficiyentom vigrashu Prava chastina vidpovidaye za rozvidku vona visoka dlya hodiv z nevelikoyu kilkistyu simulyacij Bilshist suchasnih realizacij dereva poshuku Monte Karlo bazuyutsya na varianti UCT yakij bazuyetsya na ABV algoritmi optimizaciyi modelyuvannya dlya ocinki funkciyi znachennya v kincevih gorizontah Markovskih procesiv MDP predstavlenih Changom ta in 11 2005 u doslidzhenni operacij ABV bula pershoyu robotoyu yaka doslidzhuvala ideyu rozvidki ta ekspluataciyi na osnovi UCB pri pobudovi vibirkovih modelovanih derev Monte Karlo i bula osnovoyu dlya UCT 12 Perevagi ta nedoliki red Hocha bulo dovedeno sho ocinka hodiv u derevi poshuku Monte Karlo shoditsya do minimaksa 39 bazova versiya dereva poshuku Monte Karlo zbigayetsya lishe v tak zvanih igrah Monte Carlo Perfect 40 Odnak derevo poshuku Monte Karlo maye znachni perevagi u porivnyani z alfa beta vidsichennyam ta podibnimi algoritmami sho minimizuyut prostir poshuku Zokrema chistij poshuk dereva Monte Karlo ne potrebuye yavnoyi ocinyuvalnoyi funkciyi Dlya doslidzhennya prostoru poshuku tobto generuvannya dozvolenih hodiv z zadanoyi poziciyi ta umov zakinchennya gri dostatno realizaciyi mehaniki gri Derevo poshuku Monte Karlo mozhna vikoristovuvati v igrah bez rozroblenoyi teoriyi abo v universalnih igrovih programah en Derevo gri v algoritmi dereva poshuku Monte Karlo zrostaye asimetrichno oskilki metod koncentruyetsya na najperspektivnishih pidderevah Takim chinom vin dosyagaye krashih rezultativ u porivnyani z klasichnimi algoritmami v igrah z visokim koeficiyentom rozgaluzhennya en Nedolikom algoritmu ye te sho v pevnih poziciyah mozhut buti hodi yaki viglyadayut na pershij poglyad perspektivnimi ale naspravdi prizvodyat do prograshu Taki stani pastki vimagayut retelnogo analizu ta pravilnoyi obrobki osoblivo pid chas gri proti dosvidchenogo gravcya odnak DPMK mozhe ne pomichati taki liniyi cherez svoyu strategiyu vibirkovogo rozshirennya vuzliv 41 42 Vvazhayetsya sho ce moglo buti odniyeyu z prichin porazki AlphaGo u chetvertij gri proti Li Sedola en cherez te sho algoritm namagayetsya obrizati mensh relevantni poslidovnosti U deyakih vipadkah gra mozhe prizvesti do duzhe specifichnoyi liniyi gri yaka ye vazhlivoyu prote yaku ne pomichaye algoritm i obrizaye jogo Taka liniya znahoditsya poza radarom poshuku 43 Pokrashennya red Dlya skorochennya chasu poshuku buli zaproponovani rizni modifikaciyi osnovnogo metodu algoritmu dereva poshuku Monte Karlo Deyaki pokrashennya vihodyat zi znannya pevnoyi oblasti inshi ni Derevo poshuku Monte Karlo mozhe vikoristovuvati yak legki tak i vazhki rozigruvannya Legki rozigruvannya skladayutsya z vipadkovih hodiv todi yak vazhki rozigruvannya zastosovuyut rizni evristichni metodi shob vplivati na vibir hodiv 44 Ci evristichni metodi mozhut vikoristovuvati rezultati poperednih rozigrashiv napriklad metod ostannoyi garnoyi vidpovidi 45 abo ekspertni znannya danoyi gri Napriklad u bagatoh programah dlya gri v Go pevni vizerunki kameniv na chastini doshki vplivayut na jmovirnist peremishennya v cyu oblast 17 Paradoksalno ale neoptimalna gra v simulyaciyi inodi robit programu dereva poshuku Monte Karlo silnishe v kincevomu rozrahunku 46 nbsp Vizerunki hane otochennya kameniv suprotivnika yaki vikoristovuyutsya v rozigruvannyah programoyu MoGo Dlya chornogo i bilogo vigidno postaviti kamin na serednij kvadrat za vinyatkom krajnogo pravogo vizerunka de vin viddaye perevagu lishe chornomu 17 Pri pobudovi dereva gri mozhut buti vikoristani znannya sho stosuyutsya predmetnoyi oblasti dlya togo shob ekspluatuvati deyaki varianti Odin z takih metodiv priznachaye nenulovi znachennya vigranim i zigranim simulyaciyam pid chas stvorennya kozhnogo dochirnogo vuzla Ce prizvodit do shtuchno pidvishennya abo znizhennya serednogo rivnya vigrashu sho prizvodit do togo sho vuzol vibirayetsya chastishe abo ridshe 47 Shozhij metod yakij nazivayetsya progresivnim zmishennyam polyagaye v dodavanni do formuli UCB1 b i n i displaystyle frac b i n i nbsp de bi evristichna ocinka i go hodu 35 Bazovij algoritm dereva poshuku Monte Karlo zbiraye dostatno informaciyi dlya togo shob znajti najbilsh perspektivni hodi lishe pislya bagatoh raundiv do tih pir jogo rishennya majzhe vipadkovi Cya faza rozvidki mozhe buti znachno zmenshena v pevnomu klasi igor iz vikoristannyam RAVE Rapid Action Value Estimation 47 U cih igrah perestanovki poslidovnosti hodiv prizvodyat do togo zh polozhennya Yak pravilo ce nastilni igri v yakih hid peredbachaye rozmishennya figuri abo kamenya na doshci U takih igrah na cinnist kozhnogo hodu chasto majzhe ne vplivayut inshi hodi U RAVE dlya danogo vuzla dereva igor N jogo dochirni vuzli Ci zberigayut ne tilki statistiku peremog u rozigruvannyah rozpochatih u vuzli N ale i statistiku peremog u vsih rozigrashah yaki bulo rozpochato u vuzli N i nizhche yaksho voni mistyat ce peremishennya Takim chinom na vmist vuzliv dereva vplivayut ne tilki hodi yaki vikonuyutsya v danij poziciyi ale j ti hodi yaki vikonuyutsya piznishe nbsp RAVE na prikladi hrestikiv nulikiv U chervonih vuzlah statistika RAVE bude onovlena pislya modelyuvannya b1 a2 b3 Pri vikoristanni RAVE pid chas etapu viboru obirayetsya vuzol dlya yakogo modifikovana formula UCB1 1 b n i n i w i n i b n i n i w i n i c ln t n i displaystyle 1 beta n i tilde n i frac w i n i beta n i tilde n i frac tilde w i tilde n i c sqrt frac ln t n i nbsp maye najbilshe znachennya U cij formuli w i displaystyle tilde w i nbsp ce kilkist vigranih rozigruvan yaki mistyat hid i n i displaystyle tilde n i nbsp ce kilkist usih rozigruvan yaki mistyat hid i b n i n i displaystyle beta n i tilde n i nbsp funkciya yaka nablizhayetsya do odinici dlya vidnosno malih ni i do nulya dlya vidnosno velikih n i displaystyle tilde n i nbsp Odna z bagatoh formul dlya b n i n i displaystyle beta n i tilde n i nbsp yaku zaproponuvav D Silver 48 stverdzhuye sho v zbalansovanih poziciyah mozhna vvazhati sho b n i n i n i n i n i 4 b 2 n i n i displaystyle beta n i tilde n i frac tilde n i n i tilde n i 4b 2 n i tilde n i nbsp de b empirichno obrana konstanta Obrahunki sho vikoristovuyetsya v algoritmi dereva poshuku Monte Karlo chasto zalezhat vid bagatoh parametriv Isnuyut avtomatizovani metodi nalashtuvannya parametriv shob maksimizuvati vigrash 49 Derevo poshuku Monte Karlo mozhe odnochasno obrahovuvatis bagatma potokami abo procesami Isnuye dekilka principovo riznih metodiv jogo paralelnogo vikonannya 50 Paralelizaciya listiv tobto paralelne vikonannya bagatoh rozigruvan odnogo lista igrovogo dereva Koreneva paralelizaciya tobto paralelne stvorennya nezalezhnih igrovih derev yaki vikonuyut hodi na osnovi koreniv vsih cih derev Paralelizaciya dereva tobto paralelna pobudova odnogo igrovogo dereva yake zahishaye dani vid odnochasnogo zapisu za dopomogoyu odnogo globalnogo myuteksu z kilkoma m yuteksami abo z neblokuyuchoyu sinhronizaciyeyu 51 Div takozh red AlphaGo programa dlya Go sho vikoristovuye derevo poshuku Monte Karlo navchannya z pidkriplennyam i gliboke navchannya AlphaGo Zero en onovlena programa dlya Go sho vikoristovuye derevo poshuku Monte Karlo navchannya z pidkriplennyam i gliboke navchannya AlphaZero uzagalnena versiya AlphaGo Zero z vikoristannyam dereva poshuku Monte Karlo navchannya z pidkriplennyam i glibokogo navchannya Leela Chess Zero bezkoshtovna programna realizaciya metodiv AlphaZero dlya gri v shahi yaki na danij moment ye odniyeyu z providnih program dlya gri v shahi Primitki red a b Silver David Huang Aja Maddison Chris J Guez Arthur Sifre Laurent Driessche George van den Schrittwieser Julian Antonoglou Ioannis ta in 28 sichnya 2016 Mastering the game of Go with deep neural networks and tree search Nature 529 7587 484 489 Bibcode 2016Natur 529 484S ISSN 0028 0836 PMID 26819042 doi 10 1038 nature16961 b cite journal b rekomenduyetsya displayauthors dovidka nbsp a b gt Artificial Intelligence A Modern Approach vid 3rd Prentice Hall 2009 a b Jonathan Rubin Ian Watson April 2011 Computer poker A review Artificial Intelligence 175 5 6 958 987 doi 10 1016 j artint 2010 12 005 Arhiv originalu za 13 serpnya 2012 Monte Carlo Tree Search in TOTAL WAR ROME II s Campaign AI AI Game Dev Arhiv originalu za 13 bereznya 2017 Procitovano 25 lyutogo 2017 Tesla s AI Day video https youtube com watch v j0z4FweCy4M Arhivovano 15 grudnya 2021 u Wayback Machine Abramson Bruce 1987 The Expected Outcome Model of Two Player Games Technical report Department of Computer Science Columbia University Arhiv originalu za 27 zhovtnya 2016 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