The History Heuristic and Alpha-Beta Search Enhancements in Practice
IEEE Transactions on Pattern Analysis and Machine Intelligence
An analysis of forward pruning
AAAI'94 Proceedings of the twelfth national conference on Artificial intelligence (vol. 2)
Combining online and offline knowledge in UCT
Proceedings of the 24th international conference on Machine learning
CG '08 Proceedings of the 6th international conference on Computers and Games
Whole-History Rating: A Bayesian Rating System for Players of Time-Varying Strength
CG '08 Proceedings of the 6th international conference on Computers and Games
Simulation-based approach to general game playing
AAAI'08 Proceedings of the 23rd national conference on Artificial intelligence - Volume 1
Bandit based monte-carlo planning
ECML'06 Proceedings of the 17th European conference on Machine Learning
Computational experiments with the RAVE heuristic
CG'10 Proceedings of the 7th international conference on Computers and games
Hi-index | 0.00 |
Monte-Carlo tree search, especially the UCT algorithm and its enhancements, have become extremely popular. Because of the importance of this family of algorithms, a deeper understanding of when and how the different enhancements work is desirable. To avoid the hard to analyze intricacies of tournament-level programs in complex games, this work focuses on a simple abstract game, which is designed to be ideal for history-based heuristics such as RAVE. Experiments show the influence of game complexity and of enhancements on the performance of Monte-Carlo Tree Search.