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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)
This paper proposes a new algorithm, called best reply search (BRS), for deterministic multiplayer games with perfect information. In BRS, only the opponent with the strongest counter move is allowed to make a move. More turns of the root player can be searched resulting in long-term planning. We test BRS in the games of Chinese Checkers, Focus, and(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)
Classic methods such as A* and IDA* are a popular and successful choice for one-player games. However, without an accurate admissible evaluation function , they fail. In this article 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(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)
This paper describes how Monte Carlo tree search (MCTS) can be applied to the hide-and-seek game Scotland Yard. This game is essentially a two-player game in which the players are moving on a graph-based map. First, we discuss how determinization is applied to handle the imperfect information in the game. We show how using determinization in a single tree(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-based 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-based search are highly(More)