Depth-first iterative-deepening: an optimal admissible tree search
Artificial Intelligence
Computer Go: an AI oriented survey
Artificial Intelligence
Pushing the limits: new developments in single-agent search
Pushing the limits: new developments in single-agent search
Dual lookups in pattern databases
IJCAI'05 Proceedings of the 19th international joint conference on Artificial intelligence
Efficient selectivity and backup operators in Monte-Carlo tree search
CG'06 Proceedings of the 5th international conference on Computers and games
Bandit based monte-carlo planning
ECML'06 Proceedings of the 17th European conference on Machine Learning
Score bounded Monte-Carlo tree search
CG'10 Proceedings of the 7th international conference on Computers and games
Parallel monte carlo tree search scalability discussion
AI'11 Proceedings of the 24th international conference on Advances in Artificial Intelligence
Monte-Carlo tree search for the physical travelling salesman problem
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
Single-player Monte-Carlo tree search for SameGame
Knowledge-Based Systems
An evolutionary-based hyper-heuristic approach for the Jawbreaker puzzle
Applied Intelligence
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Classical methods such as A* and IDA* are a popular and successful choice for one-player games. However, they fail without an accurate admissible evaluation function. In this paper we investigate whether Monte-Carlo Tree Search (MCTS) is an interesting alternative for one-player games where A* and IDA* methods do not perform well. Therefore, we propose a new MCTS variant, called Single-Player Monte-Carlo Tree Search (SP-MCTS). The selection and backpropagation strategy in SP-MCTS are different from standard MCTS. Moreover, SP-MCTS makes use of a straightforward Meta-Search extension. We tested the method on the puzzle SameGame. It turned out that our SP-MCTS program gained the highest score so far on the standardized test set.