Reinforcement learning tree-based planning methods have been gaining popularity in the last few years due to their success in single-agent domains, where a perfect simulator model is available: for example,… Click to show full abstract
Reinforcement learning tree-based planning methods have been gaining popularity in the last few years due to their success in single-agent domains, where a perfect simulator model is available: for example, Go and chess strategic board games. This paper pretends to extend tree search algorithms to the multiagent setting in a decentralized structure, dealing with scalability issues and exponential growth of computational resources. The [Formula: see text] dynamic tree search combines forward planning and direct temporal-difference updates, outperforming markedly conventional tabular algorithms such as [Formula: see text] learning and state-action-reward-state-action (SARSA). Future state transitions and rewards are predicted with a model built and learned from real interactions between agents and the environment. This paper analyzes the developed algorithm in the hunter–pursuit cooperative game against stochastic and intelligent evaders. The [Formula: see text] dynamic tree search aims to adapt single-agent tree search learning methods to the multiagent boundaries and is demonstrated to be a remarkable advance as compared to conventional temporal-difference techniques.
               
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