<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Control |</title><link>https://caiyf03.github.io/tags/control/</link><atom:link href="https://caiyf03.github.io/tags/control/index.xml" rel="self" type="application/rss+xml"/><description>Control</description><generator>HugoBlox Kit (https://hugoblox.com)</generator><language>en-us</language><lastBuildDate>Fri, 26 Jan 2024 00:00:00 +0000</lastBuildDate><image><url>https://caiyf03.github.io/media/icon_hu_702a800cd775dbac.png</url><title>Control</title><link>https://caiyf03.github.io/tags/control/</link></image><item><title>HeartAI: Heart Rate Game AI</title><link>https://caiyf03.github.io/projects/heartai/</link><pubDate>Fri, 26 Jan 2024 00:00:00 +0000</pubDate><guid>https://caiyf03.github.io/projects/heartai/</guid><description>&lt;h2 id="team"&gt;Team&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;YiFan Cai (leader)&lt;/li&gt;
&lt;li&gt;JunXian Guo&lt;/li&gt;
&lt;li&gt;ZhiHang Wang&lt;/li&gt;
&lt;li&gt;etc&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;This project develops an AI agent for the Hearts card game, a multi-player, imperfect-information environment requiring strategic reasoning and long-term planning. The goal is to compare classical search-based and learning-based decision-making methods under realistic game constraints.&lt;/p&gt;
&lt;h2 id="key-features"&gt;Key Features&lt;/h2&gt;
&lt;p&gt;-Supports multiple AI paradigms within a unified game engine&lt;/p&gt;
&lt;p&gt;-Adaptive MCTS for improved runtime–performance trade-offs&lt;/p&gt;
&lt;p&gt;-State abstraction enabling Q-learning in large, discrete action spaces&lt;/p&gt;
&lt;p&gt;-Simulation and visualization tools for strategy comparison and analysis&lt;/p&gt;
&lt;h2 id="methods"&gt;Methods&lt;/h2&gt;
&lt;p&gt;We implemented and evaluated greedy, Monte Carlo Tree Search (MCTS), and Q-learning agents. MCTS handles uncertainty through randomized rollouts and includes an adaptive variant that reduces computation when the agent is ahead. To enable learning in a large state space, the Q-learning agent uses state abstraction and reward shaping, learning strategic behavior through repeated self-play.&lt;/p&gt;
&lt;h2 id="results"&gt;Results&lt;/h2&gt;
&lt;p&gt;Experiments over simulated games show that MCTS achieves the strongest performance at the cost of higher computation, while the Q-learning agent outperforms greedy and random baselines with improved adaptability. The results highlight trade-offs between decision quality, efficiency, and learning capability in imperfect-information games.&lt;/p&gt;</description></item></channel></rss>