Monte-Carlo Tree Search Solver

  • Authors:
  • Mark H. Winands;Yngvi Björnsson;Jahn-Takeshi Saito

  • Affiliations:
  • Games and AI Group, MICC, Faculty of Humanities and Sciences, Universiteit Maastricht, Maastricht, The Netherlands;School of Computer Science, Reykjavík University, Reykjavík, Iceland;Games and AI Group, MICC, Faculty of Humanities and Sciences, Universiteit Maastricht, Maastricht, The Netherlands

  • Venue:
  • CG '08 Proceedings of the 6th international conference on Computers and Games
  • Year:
  • 2008

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Abstract

Recently, Monte-Carlo Tree Search (MCTS) has advanced the field of computer Go substantially. In this article we investigate the application of MCTS for the game Lines of Action (LOA). A new MCTS variant, called MCTS-Solver, has been designed to play narrow tactical lines better in sudden-death games such as LOA. The variant differs from the traditional MCTS in respect to backpropagation and selection strategy. It is able to prove the game-theoretical value of a position given sufficient time. Experiments show that a Monte-Carlo LOA program using MCTS-Solver defeats a program using MCTS by a winning score of 65%. Moreover, MCTS-Solver performs much better than a program using MCTS against several different versions of the world-class 驴βprogram MIA. Thus, MCTS-Solver constitutes genuine progress in using simulation-based search approaches in sudden-death games, significantly improving upon MCTS-based programs.