2010
DOI: 10.1109/tciaig.2010.2061050
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Monte Carlo Tree Search in Lines of Action

Abstract: Abstract-The success of Monte-Carlo Tree Search (MCTS) in many games where αβ-search has failed, naturally raises the question whether Monte-Carlo simulations will eventually also outperform traditional game-tree search in game domains where αβ-based search is now successful. The forte of αβ-search are highly-tactical deterministic game domains with a small to moderate branching factor, where efficient yet knowledge-rich evaluation functions can be applied effectively.In here we describe a MCTS-based program f… Show more

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Cited by 59 publications
(40 citation statements)
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References 36 publications
(51 reference statements)
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“…Similar techniques have been shown to significantly improve [24] the quality of MCTS players in games like Breakout and LOA [35]. Lanctot et al [24], introduced adding evaluation function values to nodes in the MCTS tree.…”
Section: Related Workmentioning
confidence: 99%
“…Similar techniques have been shown to significantly improve [24] the quality of MCTS players in games like Breakout and LOA [35]. Lanctot et al [24], introduced adding evaluation function values to nodes in the MCTS tree.…”
Section: Related Workmentioning
confidence: 99%
“…In [44,45], their methods for Lines of Action (LOA) were to check the scores by evaluation function every three moves, and then return the results in the following cases. If the scores exceeded some threshold, the results were wins.…”
Section: Previous Workmentioning
confidence: 99%
“…Still, in many cases (e.g., Go [7], Amazons [15], Lines of Action [29], and GGP itself [4], [26]), it seems that the UCT can benefit from the introduction of some sort of an additional, possibly game-specific, bias into the simulations. Below, we discuss several possibilities of combining the UCT with our automatically inferred game-specific state evaluation function into what we call GUCT algorithm.…”
Section: Guided Uctmentioning
confidence: 99%
“…Below, we discuss several possibilities of combining the UCT with our automatically inferred game-specific state evaluation function into what we call GUCT algorithm. While there are publications (e.g., the aforementioned [29]) that propose alternative solutions, we concentrate here on universal, generally effective approaches that seem especially well suited for the GGP research framework.…”
Section: Guided Uctmentioning
confidence: 99%