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We present three parallel algorithms for UCT. For 9×9 Go, they all improve the results of the programs that use them against GNU GO 3.6. The simplest one, the single-run algorithm, uses very few communications and shows improvements comparable to the more complex ones. Further improvements may be possible sharing more information in the multiple-runs(More)
Since the beginning of AI, mind games have been studied as relevant application fields. Nowadays, some programs are better than human players in most classical games. Their results highlight the efficiency of AI methods that are now quite standard. Such methods are very useful to Go programs, but they do not enable a strong Go program to be built. The(More)
Many problems have a huge state space and no good heuristic to order moves so as to guide the search toward the best positions. Random games can be used to score positions and evaluate their interest. Random games can also be improved using random games to choose a move to try at each step of a game. Nested Monte-Carlo Search addresses the problem of(More)
Monte-Carlo Tree Search (MCTS) is a successful algorithm used in many state of the art game engines. We propose to improve a MCTS solver when a game has more than two outcomes. It is for example the case in games that can end in draw positions. In this case it improves significantly a MCTS solver to take into account bounds on the possible scores of a node(More)
Monte Carlo tree search (MCTS) is state of the art for multiple games and problems. The base algorithm currently used for MCTS is UCT. We propose an alternative MCTS algorithm: sequential halving applied to Trees (SHOT). It has multiple advantages over UCT: it spends less time in the tree, it uses less memory, it is parameter free, at equal time settings it(More)
We have parallelized our general game player Ary on a cluster of computers. We propose multiple par-allelization algorithms. For the sake of simplicity all our algorithms have processes that run independently and that join their results at the end of the thinking time in order to choose a move. Parallelization works very well for checkers, quite well for(More)
We present a way to integrate search and Monte-Carlo methods in the game of Go. Our program uses search to find the status of tactical goals, builds groups, selects interesting goals, and computes statistics on the realization of tactical goals during the random games. The mean score of the random games where a selected tactical goal has been reached and(More)
Monte Carlo tree search (MCTS) has been recently very successful for game playing, particularly for games where the evaluation of a state is difficult to compute, such as Go or General Games. We compare nested Monte Carlo (NMC) search, upper confidence bounds for trees (UCT-T), UCT with transposition tables (UCT+T), and a simple combination of NMC and UCT+T(More)
from Poland helped improve WOLVE and MOHEX. PANORAMEX — named after Panoramix, the druid character from the Asterix and Obelix comic strip — uses the RAVE UCT formula (Gelly and Silver, 2007) with UCB exploration constant 0 and the save-bridge pattern in simulations. PANORAMEX ran on an 18-node cluster of 4-core machines, using root parallelization and(More)
The traveling salesman problem with time windows is known to be a really difficult benchmark for optimization algorithms. In this paper , we are interested in the minimization of the travel cost. To solve this problem, we propose to use the nested Monte-Carlo algorithm combined with a Self-Adaptation Evolution Strategy. We compare the efficiency of several(More)