Page 8: Agent Intelligence: Heuristic Design
Contributed by Luiza Da Silva
Revised by Xuan Thuy Tran

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1    Overview

In the field of Artificial Intelligence, a Heuristic is a technique of solving a problem, normally used as an aid to learning or discovery by experimental and especially trial-and-error methods. In our Acquire system, a Heuristic is going to help a player Agent make decisions about what Actions to take. Heuristics are necessary in Acquire because Agents have imperfect knowledge about the game, because a given Agent does not have full knowledge of other Agents' plans, number and type of stocks, amount of money, etc. Examples of situations in the game that contribute to the condition of imperfect knowledge are:

The huge number of possible moves the agent can choose from is the reason why it needs the structure described in the Agent Architecture section. An Agent has to devise a way to select one move among all the others, based on a fixed goal that it plans to reach at the end of the game. The selection of an Action involves comparing states of the world, and analyzing which state maximizes an Agent's Heuristic's goals.

The Heuristic is responsible for considering all possible moves the Agent can currently make (i.e., all the tiles it can currently place and all stocks it can currently buy) and determine which Action has the most benefit. The Heuristic has access to the current world State as well as the current Agent state. In the current general Heuristic which all Agents within the system use, the guiding strategy is to take the action which increases the overall or expected assets of the current Agent. The so-called "deep goal" of each Agent is to have the most possible stock in the largest chain when the end of the game occurs. This takes place in two phases:


2    General Heuristic Architecture

The General Heuristic consists of several components:

3    Supporting Classes

4    Parameter Set

The parameters used by the Heuristic to determine overall benefit of each possible Action to the Agent player are described below. They represent the four possible effects of any given "Place-tile" action; their order basically determines the strategy that Agent will use. In the General Heuristic, the order is "merge-chains, grow-chain, new-chain, and solitary-tile". In the "Buy-stock" portion of evaluation, the Heuristic attempts to buy stock in the chain which it can calculate to have the largest expected size at the end of the game.


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