Agent modelling involves considering how other agents will behave, in order to influence your own actions. In this paper, we explore the use of agent modelling in the hidden-information, collaborative card game Hanabi. We implement a number of rule-based agents, both from the literature and of our own devising, in addition to an Information Set Monte Carlo Tree Search (IS-MCTS) agent. We observe poor results from IS-MCTS, so construct a new, predictor version that uses a model of the agents with which it is paired. We observe a significant improvement in game-playing strength from this agent in comparison to IS-MCTS, resulting from its consideration of what the other agents in a game would do. In addition, we create a flawed rule-based agent to highlight the predictor's capabilities with such an agent.
This paper introduces the revival of the popular Ms. Pac-Man Versus Ghost Team competition. We present an updated game engine with Partial Observability constraints, a new Multi-Agent Systems approach to developing Ghost agents and several sample controllers to ease the development of entries. A restricted communication protocol is provided for the Ghosts, providing a more challenging environment than before. The competition will debut at the IEEE Computational Intelligence and Games Conference 2016. Some preliminary results showing the effects of Partial Observability and the benefits of simple communication are also presented.