Advances in Computer Games 2004
DOI: 10.1007/978-0-387-35706-5_11
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Monte-Carlo Go Developments

Abstract: We describe two Go programs, OLGA and OLEG, developed by a Monte-Carlo approach that is simpler than Bruegmann's (1993) approach. Our method is based on Abramson (1990). We performed experiments,to assess ideas on (1) progressive pruning, (2) all moves as first heuristic, (3) temperature, (4) simulated annealing, and (5) depth-two tree search within the Monte-Carlo framework. Progressive pruning and the all moves as first heuristic are good speed-up enhancements that do not deteriorate the level of the program… Show more

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Cited by 78 publications
(53 citation statements)
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“…Monte-Carlo evaluation consists in averaging the outcome of several continuations. It is an usual technique in games with randomness or partial observability [5,23,26,14,17], but can also be applied to deterministic games, by choosing actions at random until a terminal state is reached [1,9,10].…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…Monte-Carlo evaluation consists in averaging the outcome of several continuations. It is an usual technique in games with randomness or partial observability [5,23,26,14,17], but can also be applied to deterministic games, by choosing actions at random until a terminal state is reached [1,9,10].…”
Section: Introductionmentioning
confidence: 99%
“…Bouzy [9,7] used this principle to propose progressive pruning. Progressive pruning cuts off moves whose probability of being best according to the distribution of the central-limit theorem falls below some threshold.…”
Section: Introductionmentioning
confidence: 99%
“…Then, in 2003, Bouzy and Helmstetter reported on further experiments with Monte Carlo playouts, again stressing the advantage of having a program that can play Go moves without the need for a heuristic evaluation function [2,5]. They tried adding a small 2-level minimax tree on top of the random playouts, but this did not improve the performance.…”
Section: Monte Carlo Tree Searchmentioning
confidence: 99%
“…However, when full search is too slow, Monte-Carlo sampling is useful for improving heuristic evaluation as well. Such methods are popular in games with incomplete information such as Poker (Billings et al, 2002), and also in games with complete information such as Go (Bouzy and Helmstetter, 2003). Abramson's expected-outcome evaluation (Abramson, 1990) evaluates a node in a search tree by averaging the values of terminal nodes reached from it through random play.…”
Section: Monte-carlo Sampling For Heuristic Interior Node Evaluationmentioning
confidence: 99%