Table 7: The terrain factors and moving cost in TUBSTAP.
Plain Fortress Mountain Forest Sea Road
terrain factor for F,A 0 0 0 0 0 0
terrain factor for P,C,R,I 1 4 4 3 0 0
moving cost for F,A 1 1 1 1 1 1
moving cost for P,C,R 1 1 - 2 - 1
moving cost for I 1 1 2 1 - 1
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APPENDIX
In this appendix, the detailed setting is described,
which is a bit far from the central issue of this pa-
per. The following two paragraphs introduce the ter-
rain factor of TUBSTAP and the implementation of
the MCTS player used in the experiments.
In TUBSTAP maps, there are different terrains, as
listed in Table 7. In our experiments, only the plain
terrain was employed. Two sets of rules relating to
terrains are the terrain factor and the moving cost. The
terrain factor is one of the elements deciding the dam-
age of an attack, as shown in Eq. 1 in Section 2.1. A
higher terrain factor means that it is better for defense.
The moving cost, along with the mobility of a unit,
decides how far the unit can go. With a higher mov-
ing cost, a unit takes more moves to travel the same
distance.
The MCTS players in this research are MCTS
with upper confidence bound (UCB) (Kocsis and
Szepesv
´
ari, 2006). Where the coefficient for UCB is
√
2. It contains four steps, selection, expansion, sim-
ulation, and backpropagation. In the selection step,
we use the UCB to choose which node to expand. In
the expand step, the selected node would be fully ex-
panded, which means all valid child nodes would be
created. In the simulation step, we employ a random
player, and the simulation ends till the game end. In
the backpropagation step, nodes’ value is updated by
the result in the simulation.
Graph Convolutional Networks for Turn-Based Strategy Games
561