Learn More
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(More)
Monte-Carlo Tree Search (MCTS) is a new best-first search method that started a revolution in the field of Computer Go. Paral-lelizing MCTS is an important way to increase the strength of any Go program. In this article, we discuss three parallelization methods for MCTS: leaf parallelization, root parallelization, and tree parallelization. To be effective(More)
—The aim of General Game Playing (GGP) is to create programs capable of playing a wide range of different games at an expert level, given only the rules of the game. The most successful GGP programs currently employ simulation-based Monte-Carlo Tree Search (MCTS). The performance of MCTS depends heavily on the simulation strategy used. In this paper we(More)
Monte Carlo Tree Search (MCTS) has become a widely popular sampled-based search algorithm for two-player games with perfect information. When actions are chosen simultaneously, players may need to mix between their strategies. In this paper, we discuss the adaptation of MCTS to simultaneous move games. We introduce a new algorithm, Online Outcome Sampling(More)
The traditional approaches to deterministic one-player games with perfect information (Kendall, Parkes, and Spoerer, 2008) are applying A* (Hart et al., 1968) or IDA* (Korf, 1985). These methods have been quite successful for solving this type of games. The disadvantage of the methods is that they require an admissible heuristic evaluation function. The(More)
—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(More)
Lines of Action (LOA) is a two-person zero-sum chess-like connection game with perfect information. The goal of each side is to connect its own pieces. The state-space complexity and game-tree complexity are comparable with those of Othello. A LOA evaluation function usually consists of a combination of the following components: threats, solid formations,(More)
Monte-Carlo Tree Search (MCTS) is becoming increasingly popular for playing multi-player games. In this paper we propose two enhancements for MCTS in multi-player games: (1) Progressive History and (2) Multi-Player Monte-Carlo Tree Search Solver (MP-MCTS-Solver). We analyze the performance of these enhancements in two different multi-player games: Focus and(More)